Saccade contingent updating in virtual reality

Management consultants in the 1970s and 1980s even used this puzzle when making sales pitches to prospective clients.

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Today many people are familiar with this puzzle and its solution.

In the 1970s, however, very few were even aware of its existence, even though it had been around for almost a century.

What the researchers on this project did was to exploit these saccade movements to rotate the virtual camera in the VR display during such rapid eye movements.

By doing this, they can redirect users’ walking direction in real life to simulate a much larger space.

After all, nothing ruins the illusion of endless virtual space more than setting out to walk through a sprawling forest only to immediately stub your toe on the dresser five steps in front of you.

Previously, we’ve written about a solution created by researchers in Japan that misleads the brain into thinking it’s walking in a straight line when it’s actually walking in giant circles.That’s pretty neat, but it still requires a “play space” of 16 by 22 feet.A new system, developed by researchers from Stony Brook University, Nvidia, and Adobe, offers an alternative.The idea went viral (via 1970s-era media and word of mouth, of course).Overnight, it seemed that creativity gurus everywhere were teaching managers how to think outside the box.One of the ways that virtual reality could be made even more immersive is if users were able to fully explore enormous virtual worlds by physically walking through them.

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