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ORIGINAL RESEARCH article
Front. Virtual Real. , 24 February 2025
Sec. Virtual Reality and Human Behaviour
Volume 6 - 2025 | https://doi.org/10.3389/frvir.2025.1304780
This article is part of the Research Topic Redirection-Based Locomotion Techniques for more Immersive Virtual Reality Experiences View all 3 articles
Redirected walking (RDW), which enables users to walk in a larger virtual space than the physical space, is being applied to enable multiple people to perform activities in a vast VR space while avoiding collisions with each other in the same real space. A method called AFP-RDW, which uses scalar potentials, has been proposed as a control method for RDW. However, while the scalar potential can control the user’s position, it cannot control the user’s orientation. Therefore, APF-RDW cannot be directly used for interactions between users in situations where multiple people experience VR. In this study, we proposed a method to guide users to a position and posture where they can interact with each other by introducing artificial vector potentials (AVF) and walking path simulation. To verify the proposed method, we conducted simulation experiments assuming interaction with objects and other users, and the results suggest that users can interact with objects and other users in both physical and virtual spaces, even in VR experiences where multiple people share the physical and virtual spaces. The results suggest that users may be able to interact with objects, other users, and other users in VR experiences where multiple people share the physical and virtual spaces, respectively.
Virtual reality (VR) emphasizes immersion and realism, and attempts have been made to incorporate actual walking into the movement to enhance these sensations. However, if real walking movements are directly incorporated into the VR space, the size of the movable VR space is limited by the size of the real space, and the advantages of VR, which can generate as large a space as computational resources allow, cannot be fully utilized.
Redirected Walking (RDW) has been proposed to solve this contradiction (Razzaque, 2005). RDW is a method that changes the user’s walking distance and direction in VR space by utilizing the superiority of vision in spatial perception and presenting images that differ from the user’s movements in real space in terms of the amount of change in the user’s position and posture in VR space. By using RDW to continue the VR experience while avoiding the boundaries and obstacles in the real space, it is possible to make the user perceive that they are walking in a virtual space that is wider than the physical space.
Initially, RDW was based on the assumption that a single user walks through a VR space. On the other hand, with the recent emergence of social VR such as VR Chat1 and Horizon2, there are more opportunities for multiple people to experience VR, and RDW methods that multiple people can use are required. In recent years, RDW methods that allow multiple people to coexist in a shared reality and VR space have been proposed (Bachmann et al., 2019; Lee et al., 2020; Dong et al., 2021; Min et al., 2020). However, most of them do not involve user-to-user contact. Since the coordinates in RDW do not match between real space and VR space, interactions involving user-to-user or user-to-object contact, such as contact between users, carrying objects, and delivering objects, are much more difficult tasks than user-user or user-object collision avoidance.
In this study, we propose a new RDW algorithm that enables user-to-user interaction under the RDW application by adding the following two elements to the existing method APF-RDW (Bachmann et al., 2019; Messinger et al., 2019).
• Redirection controller using gait simulation for effective gain and reset operations to guide to the target position and posture.
• Vector potentials guiding to target position and attitude
This method was validated in a simulation study and achieved the following two points.
• Improvement of object interaction accuracy
• Verification of interaction with others and objects under the application of RDW in VR experiences with three or more simulated users
RDW is a method proposed by Razzaque (2005) for walking exploration in a vast VR space using limited real space. Suma et al. (2012a) classify RDW operations into subtle RDW and overt RDW. Subtle RDW includes gain manipulations that slightly shift the user’s direction of travel and rotation in real space to reflect them in VR space and methods that manipulate the spatial arrangement in VR space.
Steinicke et al. (2008a) proposed three basic gain manipulation methods: “translation gain,” “rotation gain,” and “curvature gain.” In contrast, (Langbehn et al., 2017) proposed “bending gain.” These four methods are currently the basic RDW operations. “Translation gain” is a manipulation to increase or decrease the amount of translation in the virtual space by multiplying the distance the user translates. “Rotation gain” is a manipulation to increase or decrease the amount of rotation in the virtual space by multiplying the angle at which the user rotates in place without translational movement. “Curvature gain” is a manipulation in which a user who tries to go straight in virtual space is given a small rotation so that they walk along a circular arc in real space while maintaining the sensation of going straight in virtual space. “Bending gain” is an extension of curvature operation and is a method to map the curvature of a path in real space and virtual space when walking on a circular path in both real and virtual space. Various threshold values for each gain have been reported (Li et al., 2022). Besides, (Grechkin et al., 2016) showed that the simultaneous application of translation and curvature gains does not affect the threshold value of each gain.
As a method for manipulating spatial arrangements, there are two fundamental techniques called “change blindness method” (Suma et al., 2011) and “impossible spaces” (Suma et al., 2012b), both proposed by Suma et al. Change blindness refers to the cognitive characteristic that humans have difficulty perceiving changes in discontinuous visual information due to factors such as looking away. This can manipulate the spatial configuration by relocating objects in the user’s blind spot. Impossible Space is a method that takes advantage of the preconception that space is static and compresses virtual space by dynamically changing the size and spatial arrangement of the virtual space itself.
Although it would be ideal in terms of immersiveness to move through the entire VR space using only subtle RDW, the limited manipulation of subtle RDW would make it difficult to avoid all collisions and represent the entire VR space. The RDW manipulation, called overt RDW, addresses this problem. One of the methods of overt RDW is “reset operation” proposed by Williams et al. (2007), which is a typical method that prevents users from deviating from the boundaries of their real environment or colliding with obstacles. Freeze Backup, Freeze Turn, and 2:1 Turn are representative methods of reset operations, and the most commonly used 2:1 Turn stops the user’s walking and then rotates the user with a 2:1 ratio between the physical and virtual spaces. Related to the reset operation, “distractor” (Peck et al., 2009; Suma et al., 2015) was proposed, which uses objects or content to reduce the sense of discomfort when the user performs the reset operation.
Other overt RDW methods include “seven-league-boots” (Interrante et al., 2007), which applies extremely large or small translation gains, and virtual stairs (Nagao et al., 2018), which presents the sensation of ascending and descending stairs.
The above basic manipulations of RDW require a “redirection controller” that determines and operates the appropriate operation method and amount of operation according to the real-space environment, such as the positional relationship between the user and obstacles. Razzaque (2005) propose the following generalized redirection controller methods: “Steer-to-Center (S2C)” to guide the user to the center of the real space, “Steer-to-Orbit (S2O)” to guide the user along a predetermined trajectory, and “Steer-to-Multiple-Target (S2MT)” to guide the user to multiple predefined target positions. Later, (Hodgson and Bachmann, 2013) reported that S2C was the most effective method among these three methods in most cases. These controllers are versatile in that they do not require information about the virtual space, but they are limited in their ability to maintain immersion in the VR experience, as they require periodic reset operations. Furthermore, these controllers are designed for a single user and do not consider situations where multiple users perform redirected walking in the same real space.
In recent years, Lee et al. proposed “Steer-to-Optimal-Target (S2OT),” (Lee et al., 2019) an extension of generalized redirection using machine learning. This method successfully reduces the number of reset operations by using reinforcement learning to select targets in S2MT. Lee et al. also proposed “Multiuser-Steer-to-Optimal-Target (MS2OT)” (Lee et al., 2020), which extends S2OT to a multi-person and allows multiple users to avoid collisions.
Proposed at the same time as the general redirection controller is the script controller. Scripted controllers delineate both the real and virtual walking paths, managing the redirection of single or multiple users (Razzaque et al., 2001; Langbehn et al., 2020). The advantage of scripted controllers is that they can be optimized, and interruptions to the VR experience, such as reset operations that spoil the user’s immersion, can be minimized through proper design. On the other hand, the disadvantage of scripted controllers is the high cost of controller design and low versatility. A level and path design in VR spaces requires knowledge of redirected walking, a burden for ordinary VR developers. Besides, it is extremely difficult for developers and researchers with deep knowledge of redirected walking to envision all the situations in which multiple users interact. Reusing a script controller optimized for one environment for other VR or real environments is also usually difficult.
The predictive controller was proposed following the scripted and generalized controller. The predictive controller is a control method based on predicting the user’s walking path and applying an optimal redirection method. As methods for optimal redirection by path prediction, (Zmuda et al., 2013) proposed “Fully Optimized Redirected Walking for Constrained Environments (FORCE),” which optimize walking path in a constrained environment. Nescher et al. (2014) proposed “Model Predictive Control Redirection (MPCRed)” for dynamically choosing appropriate redirection controllers to optimize space and minimize costs. The advantage of these controllers is that they do not impose the same burden on the producer as the scripted controllers. The disadvantage is that these controllers require that the possible walking paths taken by the user be restricted, such as corridors or intersections. Therefore, it is difficult to use these methods in open spaces.
A reactive algorithm called “APF-RDW” that incorporates collision avoidance using Artificial Potential Fields (APF) was proposed by Bachmann et al. (2019). The details of this controller are described in Section 3.1. As a derivative of the reactive algorithm, “Pull/Push Reactive (P2R) Algorithm” proposed by Thomas and Rosenberg (2019), which has improved performance in physical spaces with obstacles and non-convex physical spaces. Research is also underway to extend APF-RDW to multiple users. Dong et al. (2021) proposed “Dynamic Density-based Redirected Walking (DDB-RDW),” an extension of ARF-RDW that uses the local density of the user, as a method using spatial location information. Since the main goal of these methods is collision avoidance, interaction with other people or objects is not considered.
It has been reported that when physical interaction is added to the VR experience, the user’s sense of presence is enhanced (Cheng et al., 2015; Hoffman, 1998). In general, it is said that the relative coordinates of the object in real space and VR space must match to perform the same interaction in real space and VR space, but in RDW, the coordinates do not match in real space and VR space. Kohli et al. (Kohli et al., 2005) guide the user to a point where the distance between the user and the prop in both real space and VR space is equal, and after the user reaches the point, the relative positions of the props are matched by rotation. Steinicke et al. (2008b) used a real space with a table to verify the effect of physical interaction with the table by applying translational, rotational, and curvature gains to the user. Matsumoto et al. (2017) proposed “Magic Table,” a tactile representation of an equilateral triangle or pentagonal table in VR space using only a square table in real space by applying rotation and curvature gains.
Thomas et al. (2020) extended the P2R algorithm and APF-RDW, and proposed a method to realize physical interaction at the target location by applying an attraction potential to the target location. Min et al. (2020) proposed a method to enable user interaction by matching the relative position-posture relationship of two users in VR and real space using quadratic programming.
In this study, as in Thomas et al. and Min et al.’s work, the aim is interaction in a VR space where the user’s path is not specified. It is considered that these methods can be further improved in the following points.
• Regarding the control of the user’s position in relation to the object to be interacted with, the method of attempting to interact with an object in an open walkable environment is the one by Thomas et al. In a simulation experiment, a real space of 10 m
• The control of the user’s posture concerning the object being interacted with is not considered.
• Regarding the number of people who experience VR with interaction, the Min et al. study focused on the interaction between two users, while the other studies focused on individual VR experiences, and the studies did not examine user-to-user or user-to-object interactions in VR experiences by three or more users.
This study proposes and verifies a method to solve the above problems.
Based on APF-RDW, we propose a novel RDW controller, AVF-RDW, that can guide the user to an interactable positional relationship by adding vector potentials that indicate attraction based on the target position and posture. In this section, we first explain the APF-RDW and then the AVF-RDW.
Several redirection controllers using APF-RDW have been proposed, all using artificial scalar potentials. APF-RDW using scalar potentials could guide the user’s position in the virtual and real spaces but could not guide the user’s posture. We propose a novel RDW controller that combines artificial vector potential to guide the user’s position and posture. In this subsection, we first give an overview of the APF-RDW proposed by Messinger et al. (2019).
The basic idea of APF-RDW is that each obstacle, physical boundary, or other user exerts a repulsive force on the user, and these forces are summed to determine the user’s safe direction. The vector of such individual repulsive forces is called the total force vector
where
Figure 1. (A) Boundary segment. Red dots indicate users, black arrows indicate vector
Next, to explain
Using
where
Next, the previous study defines the variable
Using
where
If the direction of the vector
Next, the amount of user rotation in the virtual space is explained when applying curvature or rotation gains. Let
where
If it is determined that the user is not walking, the user is assumed to be rotating
where
If there are other users or boundary segments closer than the radius of curvature, replace
Using the above, the following Equation 10 determines the amount of user rotation in the virtual space at time
In some cases, the user may be unable to avoid collisions with the boundary of the actual space or other users even if the user changes the direction of travel by RDW operation. Bachmann et al. (2019) use a reset method that rotates the user
where
This study assumes that physical interaction is realized by matching the relative position and posture of the user and the interaction target in virtual and physical space. To achieve this objective, we performed reset simulations, AVF-RDW, a new Reset operation, and modified APF-RDW. Each of these items is described below.
Reset operation, which is not included in the original APF-RDW, is needed to correct the walking path and improve the accuracy of physical interaction. Therefore, we decided to periodically perform simulations to determine when the reset operation should be performed to reduce the displacement of the user’s position and posture from the target (Figure 2A). This reset simulation is performed for each user. The simulation method applies to both stationary and moving target points. If other users are involved, the simulation is based on their current position and orientation.
Figure 2. (A) Walking path in VR in simulation. (B) Walking path in real space in simulation. Solid lines indicate the optimal path, dotted lines indicate routes that diverged during the search process, and circles indicate intermediate points. In each figure, yellow arrows indicate the position and orientation of the target point in each space.
In the simulation, a physical space including a user, a boundary segment, and a target location is used with a walking speed
First, the walking path and walking distance
The following information is stored for routes determined to be reachable through search. After the simulation is completed for all routes, the information is sorted in ascending order according to the following priority order, and the information placed first is output as the simulation result.
1. For the distance
2. Number of reset operations
3. Difference in angle with the target attitude when reaching the target point in physical space
4. Distance walked before the first reset operation
5. Distance walked to reach the target point
The simulations are performed in parallel at the following time intervals. To compress the computational complexity of the simulations, the time intervals are different for the stationary and moving conditions.
• If the target point is stationary: Every
• If the target point moves: Simulation is performed every
where
APF-RDW proposed in the previous studies uses a potential field and can align the physical- and virtual-space positions but not the posture. To match the relative position and posture of the target point in physical- and virtual-space, we utilize an artificial vector field (AVF) instead of an artificial potential field.
In AVF-RDW, the force vector due to the vector potential of the target point is added to the total force vector
In this study, interaction is prioritized for boundary segments and other users if they exist within a distance
As shown in Equation 14,
The vector
In the case of
However, the further away the target point is from the center of the coordinate system, the smaller the value of
Figure 3. Vector field due to vector potentials. The pink arrow indicates the direction of the vector potential, and the yellow arrow indicates the target orientation. The distance from the target point to the center of the vector potentials is
Based on the above, the vector
If
The translation gain
From the simulation results shown in the Section 3.2.1, the distance
•
•
This means that the target point is not too close to the user and that translation gain can adequately compensate for the length of the walking path.
A reset operation is performed if the simulation does not update the decision when the user walks
To enable interaction with objects and other users, the following modifications are added to APF-RDW as described in Section 3.1 in this study.
• In
• Messinger et al. (2019) method uses
The main purposes of experiment 1 are as follows.
• Comparison of the proposed method with the method by Thomas et al. (2020) for interaction with stationary objects, and verification of the effectiveness of guidance to the target position and orientation, and the effectiveness of the RDW method in avoiding collisions.
• Verification of the spatial dependence of the proposed method using several patterns for the location of target points and vector potentials.
An HP VR Backpack G2, a wearable VR PC with a 2.7-GHz Core i7 processor, 32 GB of main memory, and an NVIDIA GeForce RTX 2080 graphics card, was used to render the VR environment, system management, and record data. The simulation environment was implemented using Unity 2019.4.32 based on the OpenRDW Toolkit developed by Li et al. (2021), and experiments were conducted using the same version of Unity. OpenRDW Toolkit is a tool that allows RDW to be verified in a simulation environment and user studies and implements methods such as those by Thomas et al. (2020) as redirection controllers.
The experimental design has two factors: a four-level number of simulation users and a four-level potential field method. Regarding the number of simulated users, we used one to four simulated users. These simulated users walked toward targets displayed in the virtual environment under RDW while avoiding the others.
Regarding potential filed methods, three conditions
For the parameters of the vector potential, the distance
These parameters were established based on preliminary validation. Except for
The above four conditions were verified for one to four simulated users, which are implemented in OpenRDW. The size of the physical space was 10 m × 10 m, and the size of the virtual space was set to infinity (Figure 4).
Figure 4. Task in Experiment 1. We measured position and posture deviations in physical and virtual space and the distance between resets using one to four simulated users. The green sphere represents the target point in the virtual environment, the blue line in the right figure represents the walking trajectory of the orange user in the virtual space, and the red line represents the walking trajectory in the real environment.
This part describes the simulation experiment trials in detail. First, a walking path with a total length of 1,000 m was determined by setting a target point at random distances between 10 and 40 m from an initial position as a walking path in the VR space and randomly selecting the direction in which the next target point would be located. Then, target points in real space corresponding to each target point of the walking path were randomly determined in an area at least 1 m away from the boundary segment of the physical space. These target points are assumed to be interaction points between the user and the objects present at the target points, as mentioned in Section 2.3 (in the simulation, the user only walks toward the target points and does not take any action related to interaction at the target points). The direction of the target point in both virtual and physical space was randomly determined. After starting the trial, each user started walking along the path at the same time, and the trial was terminated when all users completed the path or when one or more users remained in the same location for more than 50 s, and walking was judged to be impossible. The above trials were conducted three times for each condition.
In the experiments in this chapter, the following items are used as evaluation indices for comparison.
1. Positional alignment error between the target point and the user in physical space
2. Angular alignment error between the targets’ direction and the user’s direction in physical space (range:
3. Walking distance between reset operations in virtual space (Bachmann et al., 2019): walking distance between reset operations indicates RDW’s effectiveness in avoiding collisions.
The working hypothesis for this experiment is described below. It is conceivable that the larger the vector potential, the smaller the error in distance and posture from the target point. However, since the walking path detours along the potential of the target point, the number of resets required to reach the target point increases, and the walking distance between resets decreases. Compared to existing methods, the proposed method is considered to have an advantage in position error and angular error, but the distance between resets is expected to decrease because the number of resets increases to compensate for position error and angular error. Therefore, the working hypotheses for this experiment are as follows:
WH-1. Positional alignment error:
WH-2. Angular alignment error:
WH-3. Distance between resets:
Regarding the number of trials completed, one of the three trials in condition (1c) could not be completed for the case with one user. Among all the trials, the task went to the target point 115 times in condition (1c) and 119 times in the other conditions. One of the three trials in condition (1c) could not be completed for two participants. In all trials, the two participants faced the target point 195 times in condition (1c) and 258 times in the other conditions. In the case of three participants, one of the three trials in conditions (1b), (1c), and (1d), respectively, could not be completed. In all trials, the three participants performed the task toward the target point a total of 354 times in condition (1a), 308 times in condition (1b), 329 times in condition (1c), and 277 times in condition (1d). For the case of four users, two of the three trials in conditions (1c) and (1d), respectively, and one of the three trials in conditions (1a) and (1b), respectively, could not be completed. In all trials, the four participants performed the task toward the target point a total of 486 times in conditions (1a), 483 times in conditions (1d), and 482 times in conditions (1b) and (1c), respectively.
Figure 5 indicates the positional alignment error in combining the potential field conditions and the number of simulated user conditions. The Kolmogorov-Smirnov test was conducted as a normality test on positional alignment error when the target point is reached in virtual space, and the null hypothesis was rejected. A two-factor analysis of variance was conducted after applying the Aligned Rank Transform (ART), and significant differences were found for the main effect of the number of users
Table 2 shows the average angular alignment errors. The Harrison-Kanji test, which corresponds to a two-factor analysis of variance for angle data, was conducted on angular alignment error when the target point was reached in VR space. Significant differences were found for the main effect of the number of users
Figure 6 indicates the distance between resets in combining the four method conditions and the four user conditions. The Kolmogorov-Smirnov test was conducted as a normality test on distance between resets, and the null hypothesis was rejected. A two-factor analysis of variance was conducted after applying the ART, and significant differences were found for the main effect of the number of users
First, let us examine the working hypotheses: For WH-1, the experimental results show a significant difference in distance alignment error between all the proposed method conditions and the control condition, indicating the superiority of the proposed method. Comparison between the proposed methods showed that the distance alignment error tended to be smaller when the distance between the vector potential and the target point was shortened. Therefore, the WH-1 was partially supported.
For WH-2, the experimental results show a significant difference in distance alignment error between all the proposed method conditions and the control condition, but no significant difference within the proposed method. Thus, WH-2 was partially supported.
For WH-3, there is a significant difference in the user’s walking distance between reset operations in the virtual space between method (1d) and the other methods, and no significant difference between (1a), (1b), and (1c). Therefore, as with WH-2, only the relationship between method (1d) and the other methods is supported. The shorter walking distance between resets in the proposed method means that resets are performed more frequently than in the existing method, which is likely to reduce immersion. However, in a study on user interaction under RDW by Min et al. (2020), the number of reset operations of the proposed method by Min et al. is about twice that of the existing method. This means that the number of resets for Min et al. and our proposed method is comparable.
Based on the above results, the proposed methods (1a), (1b), and (1c) are superior to the existing method (1d) in terms of distance and angle alignment errors. On the other hand, the distance between resets is shorter than that of the existing method. Therefore, it is desirable to use the proposed method when consistency between real and virtual positions and postures is required, such as physical interactions, and to use the existing scalar potential-based method in other situations. The comparison of vector potential parameters showed that the position error tended to be smaller in the order of (1a), (1b), and (1c), where the center of the vector potential was located closer to the target point, but there were no significant differences in angular error or distance between resets. From the above, it can be concluded that the user’s position and posture can be effectively guided by moving the center point of the vector potential closer to the target point and by limiting the range of influence of the vector potential to a certain range.
The main purposes of the experiment 2 are as follows.
• Verification of the effectiveness of guidance to the target position and orientation and the effectiveness of the RDW method in avoiding collisions for interaction with users who walk independently.
• Verification of the spatial dependence of the proposed method using several patterns for the location of target points and vector potentials.
As in the 4.2 section, HP VR Backpack G2 was used for rendering the VR environment, system management, and data recording. The simulation environment was implemented using Unity 2019.4.32 based on the OpenRDW Toolkit (Li et al., 2021). The following experiments were conducted using the same version of Unity.
In this simulation, the task design was similar to that of Min et al. (2020). The scenarios consisted of two users in random positions in virtual space approaching each other along a straight line (see Figure 7). In the previous study, the scenario ended when the two users were within an acceptable distance in virtual space, but in our simulation, not only the distance but also the posture of the two users was subject to evaluation.
Figure 7. Task in Experiment 2. Using one to four simulated users, we measured the displacement of position and posture in the physical and virtual space and the number of resets under conditions in which two of the simulated users physically interacted with each other. The figure shows two users approaching each other to interact physically. The green sphere represents the target point in the virtual environment for the orange user, and the blue line represents the walking trajectory of the orange user in the virtual space.
The experimental design has two factors: a three-level number of simulated users and a three-level vector potential parameter. Regarding the number of simulated users, we used between two and four simulated users. Of these, two simulated users interact with each other. In the case of a three-user simulation, two users interacted with each other, while the other user walked toward targets displayed in the virtual environment under RDW while avoiding the other users.
Regarding vector potential parameters, we set three different patterns of artificial vector potential parameters for simulated users interacting with each other. For the parameters of the vector potential, as in the 4.3 section, the distance
The above three conditions were verified with a real space size of
In this experiment, the task was performed 100 times per trial, changing the initial placement of the users. In physical space, the user’s initial placement was randomly generated at the beginning of each task from an area at least 1.0 m away from the boundary segment. If one or more users remained in the same location for more than 50 s during the trial and it was determined that walking was impossible, the trial was terminated at that point, and no further tasks were performed.
If
In the experiments in this chapter, the following items are used as evaluation indices for comparison:
1. Positional alignment error between the target points and the users in physical space when each task ends
2. Angular alignment error between the targets’ direction and the user’s direction in real space when each task ends (range:
3. Number of resets by each user in each task (Min et al., 2020)
These data were obtained only from two interactive users.
As for the working hypotheses, as in Experiment 1, it is conceivable that the larger the vector potential, i.e., the shorter the distance between the vector potential and the target point, the smaller the error in distance and posture from the target point. However, since the walking path detours along the potential of the target point, the number of resets required to reach the target point increases, and the walking distance between resets decreases. The working hypotheses are as follows:
WH-4. Positional alignment error:
WH-5. Angular alignment error:
WH-6. Number of resets:
Regarding the number of trials completed, for the case of two users, out of ten trials, four trials could not be completed under condition (2a), five trials under condition (2b), and three trials under condition (2c). In all trials, the task was executed 816 times under condition (2a), 658 times under condition (2b), and 774 times under condition (2c). In addition, based on the 5.4 section, we excluded data for 143 cases in condition (2a), 125 cases in condition (2b), and 155 cases in condition (2c). For the case of three users, one trial could not be completed in condition (2a), four trials in condition (2b), and three trials in condition (2c) out of ten trials. In all trials, the task was executed 961 times under condition (2a), 760 times under condition (2b), and 826 times under condition (2c). In addition, based on the 5.4 section, we excluded data for 191 cases in condition (2a), 142 cases in condition (2b), and 169 cases in condition (2c). For the case of four users, out of ten trials, four trials could not be completed under condition (2a), one trial under condition (2b), and three trials under condition (2c). In all trials, the task was executed 848 times under condition (2a), 935 times under condition (2b), and 696 times under condition (2c). In addition, based on the 5.4 section, 140 data were excluded under condition (2a), 185 under condition (2b), and 162 under condition (2c).
Figure 8 indicates the positional alignment error in combining the potential field conditions and the number of simulated user conditions. The Kolmogorov-Smirnov test was conducted as a normality test on positional alignment error, and the null hypothesis was rejected. A two-factor analysis of variance was conducted after applying the ART, and significant differences were found for the main effect of the number of users
Table 4 indicates the angular alignment error in combining the potential field conditions and the number of simulated user conditions. The Harrison-Kanji test, which corresponds to a two-factor analysis of variance for angle data, was conducted on angular alignment error when the target point was reached in VR space. Significant differences were found for the main effect of the number of people who experienced the VR
Figure 9 indicates the number of reset operations in the combination of the potential field conditions and the number of simulated user conditions. The Lillefors test was conducted as a normality test on the number of resets, and the null hypothesis was rejected. A two-factor analysis of variance was conducted after applying the ART, and significant differences were found for the main effect of the number of users
In this experiment, as in Experiment 1, the superiority of condition (2a), where the distance between the center of the vector potential and the target is close, was observed.
Issues resulting from this experiment are as follows. The first issue is that this experiment was limited to a comparison between the proposed methods and did not directly compare them with the control condition. The reason for not adopting the control condition is that the RDW code that allows user interaction is not publicly available. In a previous study that is relatively close to the configuration of this experiment, (Min et al., 2020) reported that in a physical environment of 10 m square, the number of reset operations is 2.307 (SD = 1.365) for what they define as a recovery scenario and 1.481 (SD = 1.828) for a non-recovery scenario. Although the previous study used overt recovery in addition to subtle trajectory corrections and a different definition of the range of interactive areas, and therefore cannot be directly compared to the results of this study, the average number of resets 2.15 (SD = 0.986) times obtained from the simulations in this study and the number of resets in the previous study are not numerical significant different the number of resets in the previous study.
The second issue is that, as in Experiment 1, there are cases where trials cannot be completed. From this experiment, it is considered that the smaller the physical space, the greater the number of reset operations and the greater the possibility of deadlocks. Further improvement of this method is required to enable interaction without the risk of deadlock.
The third issue is an average error of about 2 m in the relative positions at the end of the task. The reasons for this error include the accuracy of the simulation and the execution time. As mentioned in the 3.2.1 section, the programs used in the simulation of the proposed method are processing at regular time intervals because they employ recursive processing, A* algorithm, and other processing-intensive programs. Therefore, handling users who move in real-time may have been difficult. Therefore, there is room for reconsideration of the simulation, such as using a different method.
In this study, we employed simulation experiments to explore the feasibility and stability of the proposed multi-user RDW method under constrained physical spaces. While simulations allowed us to systematically test parameter settings and interaction scenarios, we acknowledge that real-world factors—such as individual gait patterns, hardware-induced discomfort, and potential tracking errors—could influence the method’s effectiveness. Therefore, we plan to conduct controlled user studies in a 10 m
Moreover, the proposed approach integrates walking-path search (e.g., A* algorithm) and repeated recalculation of artificial vector potentials, which can be computationally intensive for large user groups or high-frequency updates. To address real-time constraints, we are investigating two possible directions: 1) reducing the frequency of pathfinding by dynamically detecting when the user’s heading or target location remains consistent, and 2) using machine learning—particularly reinforcement learning—to optimize redirection parameters without exhaustive searches. Future work will also explore hardware-accelerated solutions (e.g., GPU-based parallelization) to further reduce latency.
Future issues to be addressed are as follows. The first step is to validate the proposed method through user studies. Since no user studies were conducted under the same conditions as the simulation experiments in this study, verifying the method’s usefulness in a real environment is necessary.
Although simulation experiments in this study partially confirmed the method’s usefulness, there are cases where the guidance does not reach a position and posture where interaction is possible, and further accuracy is needed. There are two main policies to improve this point: Method optimization. The method only introduces vector potentials on a trial basis and partially discusses optimizing their form or parameters. The method’s accuracy will be improved if the optimal form of vector potentials is formulated and the optimal arrangement of potentials and parameters is derived. Second, the simulation process used in this method employs recursive processing, which is very demanding for computational resources. Therefore, the frequency of simulation runs and the granularity of route branches in the walking search within the simulation are set to be highly constrained by computational resources. Developing an algorithm that more efficiently utilizes computational resources would improve accuracy by speeding up the response time of the simulation.
In addition, interaction in more complex real-world environments should also be discussed. In this study’s experimental environment, we did not test interaction in an environment with complex maps, such as obstacles and mazes in physical and virtual spaces. We also did not consider cases where the objects to interact with move independently or where more than three people interact.
In this study, we proposed a novel method for guiding the user in matching the relative position and posture of the target point in real and virtual spaces. We added a target point represented by artificial vector potentials to existing methods for realizing physical interaction. The proposed method is compared with existing methods in three different patterns with different parameters in two simulation experiments. The proposed method improved the accuracy of interaction in RDW compared to existing methods. It verified the interaction under the application of RDW when three or more people share a VR experience in a real or virtual space, which has not been done in previous studies. Although the proposed method needs further improvement, these results are expected to promote further research on interaction in RDW.
As this research suggests, the feasibility of interaction in RDW using artificial vector potentials has increased the possibility of easily available interactive VR experiences involving two or more users. Thus, this proposal will further enrich locomotion VR experiences in the future.
The raw data supporting the conclusions of this article will be made available by the authors, without undue reservation.
SR: Software, Investigation, Methodology, Writing–original draft. KM: Conceptualization, Funding acquisition, Methodology, Writing–original draft, Writing–review and editing. TN: Supervision, Funding acquisition, Writing–review and editing. HK: Writing–review and editing.
The author(s) declare that financial support was received for the research, authorship, and/or publication of this article. This work was supported by JSPS KAKENHI Grant Number JP22K17929,JP22H03628, and JP23K24884.
In this paper, DeepL 24.11.21416769 was used for some parts of the English translation and proofreading.
The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.
All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article, or claim that may be made by its manufacturer, is not guaranteed or endorsed by the publisher.
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Keywords: redirected walking, interaction, multiple people, redirection algorithm, virtual reality
Citation: Ri S, Matsumoto K, Narumi T and Kuzuoka H (2025) Redirected walking method considering the interaction between users. Front. Virtual Real. 6:1304780. doi: 10.3389/frvir.2025.1304780
Received: 30 September 2023; Accepted: 10 January 2025;
Published: 24 February 2025.
Edited by:
Xiaogang Jin, Zhejiang University, ChinaCopyright © 2025 Ri, Matsumoto, Narumi and Kuzuoka. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
*Correspondence: Keigo Matsumoto, bWF0c3Vtb3RvQGN5YmVyLnQudS10b2t5by5hYy5qcA==
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