ABSTRACT

Natural locomotion is a fundamental challenge in virtual reality. While game pads and keyboards provide an effective interface, they fall short on delivering the level of immersion that real walking offers. Despite the benefits of navigating virtual environments on foot, the range of exploration is ultimately constrained by the tracked space dimensions. Aiming to overcome this restriction, Redirected Walking leverages the characteristics of human perception to subtly manipulate the mapping between real and virtual motions. This manipulation allows decoupling real and virtual trajectories unbeknownst to users such that large environments can be traversed without leaving physical boundaries. This chapter guides you through the theory, implementation details, and practical concerns with developing redirected walking for a virtual reality application. The code excerpts presented here reference the open-source Redirected Walking Toolkit, which is integrated with the Unity game engine.