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			<titleStmt><title level='a'>Novel Design and Evaluation of Redirection Controllers Using Optimized Alignment and Artificial Potential Field</title></titleStmt>
			<publicationStmt>
				<publisher>IEEE</publisher>
				<date>11/01/2023</date>
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				<bibl> 
					<idno type="par_id">10527857</idno>
					<idno type="doi">10.1109/TVCG.2023.3320208</idno>
					<title level='j'>IEEE Transactions on Visualization and Computer Graphics</title>
<idno>1077-2626</idno>
<biblScope unit="volume">29</biblScope>
<biblScope unit="issue">11</biblScope>					

					<author>Xue-Liang Wu</author><author>Huan-Chang Hung</author><author>Sabarish V Babu</author><author>Jung-Hong Chuang</author>
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			<abstract><ab><![CDATA[Redirected walking allows users to naturally locomote within virtual environments that are larger than or different in layout from the physically tracked space. In this paper, we proposed novel optimization-driven alignment-based and Artificial Potential Field (APF) redirected walking controllers, as well as an integrated version of the two. The first two controllers employ objective functions of one variable, which is the included angle between the user's heading vector and the target vector originating from the user's physical position. The optimized angle represents the physical cell that is best aligned with the virtual cell or the target vector on which the designated point has the minimum APF value. The derived optimized angle is used to finely set RDW gains. The two objective functions can be optimized simultaneously, leading to an integrated controller that is potentially able to take advantage of the alignment-based controller and APF-based controller. Through extensive simulation-based studies, we found that the proposed alignment-based and integrated controllers significantly outperform the state-of-the-art controllers and the proposed APF based controller in terms of the number of resets. Furthermore, the proposed alignment controller and integrated controller provide a more uniform likelihood distribution across distance between resets, as compared to the other controllers.]]></ab></abstract>
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<div xmlns="http://www.tei-c.org/ns/1.0"><head n="1">INTRODUCTION</head><p>Navigating virtual environments (VEs) larger than the available physical environments (PEs) requires many locomotion techniques, such as flying, steering, walking in place, teleportation, and natural walking <ref type="bibr">[49]</ref>. Natural walking has been shown to improve the user's sense of presence <ref type="bibr">[49]</ref>, efficient navigation <ref type="bibr">[37,</ref><ref type="bibr">45]</ref>, and spatial knowledge acquisition in VEs <ref type="bibr">[38,</ref><ref type="bibr">57]</ref>. Redirected walking (RDW) is a locomotion technique that supports natural walking by imperceptibly steering the user along a physical path that differs from their virtual path and encounters a minimum number of collisions with physical obstacles <ref type="bibr">[36]</ref>. The amount of redirection applied to steer the user is controlled by gains. For the user to remain imperceptible during steering, the gains applied need to be within the perceptual thresholds <ref type="bibr">[42]</ref>. The redirection controller determines the gains to steer the user to avoid collision</p><p>&#8226; Xue-Liang Wu, Huan-Chang Hung and Jung-Hong Chuang are with National Yang Ming Chiao Tung University. E-mail: {xlwu.cs09, hchung.cs10}@nycu.edu.tw, jhchuang@cs.nycu.edu.tw. &#8226; Sabarish V. Babu is with Clemson University. E-mail: sbabu@clemson.edu.</p><p>with obstacles. If an incoming collision is detected, the redirection controller issues a reset to reorient the user away from the obstacles. This reorientation will interrupt the immersive experience, so reducing the number of resets is an ultimate goal for redirected walking research.</p><p>Many redirection controllers have been proposed in the last two decades. These controllers can be reactive or predictive <ref type="bibr">[21,</ref><ref type="bibr">31]</ref>. Reactive controllers steer the user based only on the current user state, i.e., the user's position and heading at the current step. In contrast, predictive controllers steer the user based on predictions of the user's future movement in a VE. Predictive controller can usually outperform reactive controllers since predicted paths in VE are also used to decide gains. However, predictive controllers rely on accurate predictions of the user's future trajectory, which is not always available. Recently, the well-known technique of Artificial Potential Field (APF) in robotics for path planning and collision avoidance <ref type="bibr">[17,</ref><ref type="bibr">18]</ref> has been used to design a reactive APF controller that takes into account the layout of PE and utilizes the APF of PE to set appropriate gains to avoid obstacles <ref type="bibr">[5,</ref><ref type="bibr">28,</ref><ref type="bibr">48]</ref>. For example, the APF controller based on Steerto-Gradient (APF-S2G), presented in Thomas et al. <ref type="bibr">[48]</ref>, steers the user according to the negative gradient of the APF and was shown to significantly outperform the classic Steer-to-Center (S2C) controller <ref type="bibr">[35]</ref>.</p><p>More recently, new redirection controllers based on the concept of aligning walkable areas in front of the user in physical and virtual environments (PE and VE) have been proposed <ref type="bibr">[52,</ref><ref type="bibr">53]</ref>, based on the observation that if the user's walkable areas in PE and VE are perfectly aligned, they will not encounter a collision with PE while moving inside the walkable area in VE. These are reactive controllers but they utilize information from both PE and VE to steer the user into the aligned walkable area in PE. ARC presented in <ref type="bibr">[52]</ref> was the first alignment-based controller reported to significantly outperform APF-S2G and S2C <ref type="bibr">[48]</ref>. The visibility-polygon-based (Vis.-Poly.) alignment controller proposed in <ref type="bibr">[53]</ref> measures the alignment of walkable areas based on the decomposition of visibility polygons for the user in PE and VE, and was claimed to significantly outperform ARC, APF-S2G, and S2C. Alignment-based redirected walking, especially visibility polygon-based (Vis.-Poly.) alignment, is very promising since it utilizes information from both the PE and VE. However, it has been stated that the visibility polygon-based alignment can be further improved by using visibility polygons to their full potential <ref type="bibr">[53]</ref>. The performance of the Vis.-Poly. controller strongly depends on the triangulation of the visibility polygon, but the triangulation can be affected by the layout of obstacles, in which small and distant obstacles can greatly change the triangulation, even though they are unlikely to collide with the user. The APF or Vis.-Poly. controllers search for an appropriate target direction for setting the curvature gain; thus, they are, in nature, an optimization problem. However, instead of optimization computation, the APF-S2G controller uses the negative gradient of APF as the optimal steering direction, and Vis.-Poly. searches for the optimal steering direction among the decomposed slices of the visibility polygon.</p><p>Major Contributions: We consider searching for the optimal steering direction in the alignment controller to be an optimization problem and have designed a framework with which not only more accurate alignment measures can be easily derived, but also represented as objective functions, leading to an optimization-driven framework for redirected walking. The objective function involves one variable, which is the included angle between the user's heading and the target direction, both originating from the user's physical position. The optimized angle found represents the best-matched walkable physical area for the given virtual walkable area, and is then used to finely set RDW gains. With the purpose of considering APF while optimizing the alignment measure, we have designed an objective function that represents the local APF value in front of the user's physical position. The optimized angle represents the direction of the local maximum decrease of APF in front of the user. The two proposed objective functions can be optimized simultaneously, leading to a third controller that is potentially able to take advantage of both the alignment-based controller and the APF-based controller. Finally, we present an evaluation showing that the proposed alignment controller and integrated controller outperform Vis.-Poly., ARC, APF-S2G, and APF-RDW <ref type="bibr">[28]</ref>, and the proposed integrated controller and alignment-based controller significantly outperform the proposed APF-based controller. Moreover, the proposed alignment controller and integrated controller provide a more uniform and consistent likelihood distribution across distance between resets, as compared to the other controllers.</p><p>The main contributions of our work include: (a) An optimizationdriven framework for RDW controllers. (b) Three novel redirected walking controllers based on the proposed optimization framework namely, an Alighment controller based on a new alignment definition, an APF controller that uses the search for local optimal, and controller that integrates the proposed alighment and APF controllers. (c) Finally, we compare and contrast the proposed controllers to the best existing state-of-the-art controllers with regards to number of resets and the likelihood distribution of the reset distances.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="2">RELATED WORK</head><p>One way to support the exploration of VEs with natural walking within a smaller physical space is to visualize virtual counterparts of physical obstacles to encourage natural collision avoidance in PE, leading to the concept of Substitutional Reality (SR) <ref type="bibr">[39]</ref>. The concept of SR has been adopted to create virtual spaces <ref type="bibr">[15,</ref><ref type="bibr">23,</ref><ref type="bibr">24,</ref><ref type="bibr">40,</ref><ref type="bibr">41,</ref><ref type="bibr">50]</ref>. Further research has been conducted to offer different ways of generating virtual counterparts of physical obstacles <ref type="bibr">[7,</ref><ref type="bibr">26]</ref>. However, the distance one can travel with SR in VE is constrained by the physical space. Kwon et al. <ref type="bibr">[19]</ref> addressed this issue by combining SR with the resetting technique. Alternatively, Redirected Walking (RDW) proposed by Razzaque et al. <ref type="bibr">[36]</ref> enables users to explore VEs with natural walking within a limited physical space by slowly rotating or translating the VE around the user while they walk. The magnitude of the rotation or translation of the VE is controlled by "gains". Three main gains defined by Steinicke et al. <ref type="bibr">[43]</ref> are translation, rotation, and curvature gains. Translation gains scale the user's forward steps by translating the VE forward or backward as the user walks in a straight line in the VE. Rotation gains are similar to translation gains, but the scaling is applied to the user's orientation. Curvature gains rotate the VE around the user while they are walking in a straight virtual line, steering the user on a curved physical path. The result of applying redirection gains should be imperceptible to the user. Steinicke et al. <ref type="bibr">[42]</ref> reported that the thresholds of translation gain are from 0.86 to 1.26, the thresholds of rotation gain are from 0.67 to 1.24, and curvature gains need to be greater than a 22.03 meter radius. However, the maximum curvature gain with 7.5 meter radius reported in <ref type="bibr">[13]</ref> is commonly used in recent literature <ref type="bibr">[47,</ref><ref type="bibr">48,</ref><ref type="bibr">52,</ref><ref type="bibr">53]</ref>.</p><p>The steering of the user's movement in physical space is governed by the redirection controller, which consists of a steering component and a resetting component, with the aim of minimizing the number of collisions the user has with obstacles. The steering component applies redirection gains to guide the user along a physical path, while the resetting component is responsible for detecting incoming collisions and reorienting the user away from the obstacles. Existing resetting techniques are either in-place <ref type="bibr">[5,</ref><ref type="bibr">8,</ref><ref type="bibr">48,</ref><ref type="bibr">51,</ref><ref type="bibr">55]</ref>, where the user is reoriented but not repositioned, or out-of-place <ref type="bibr">[51,</ref><ref type="bibr">58]</ref>, where the user is guided to move to a safe location. While the resetting is normally triggered when the user is about to collide with physical obstacles, Xu et al. <ref type="bibr">[56]</ref> proposed manipulating the resetting position with no increase in reset number, while avoiding interference to the user.</p><p>Redirection controllers can be classified as reactive, predictive, or scripted <ref type="bibr">[21,</ref><ref type="bibr">31]</ref>. Reactive controllers steer the user's movement based on the information available at the current frame, including the user's position and heading in the physical and virtual environments. Most existing controllers are reactive, including classic Steer-to-Center (S2C) <ref type="bibr">[35]</ref>, Steer-to-Orbit (S2O) <ref type="bibr">[35]</ref>, and Steer-to-Multiple Targets <ref type="bibr">[35]</ref>, as well as controllers based on reinforcement learning <ref type="bibr">[20,</ref><ref type="bibr">44]</ref> and artificial potential fields (APF) <ref type="bibr">[5,</ref><ref type="bibr">48]</ref>. These controllers do not require information on the VE, making them more flexible but less optimized in performance. More recently, alignment-based controllers have utilized information on both PE and VE, aiming to steer the user to an area that is compatible with the walkable area on VE <ref type="bibr">[52,</ref><ref type="bibr">53]</ref>. In addition to the information available on the current frame, predictive controllers also utilize the information of the user's predicted virtual path <ref type="bibr">[30,</ref><ref type="bibr">59]</ref>. The performance of predictive controllers is highly dependent on the accuracy of the predicted future paths in VEs. It is, however, difficult and computationally expensive to precisely extract the user's future path. Scripted controllers steer the user as they travel along virtual paths pre-determined by the developers <ref type="bibr">[36]</ref>. Since the virtual paths and the redirection technique to be used are predefined by the developers, scripted controllers are effective at incurring fewer collisions but cannot be easily applied to other VEs. While many redirection controllers have been proposed, there have been open-source frameworks proposed, such as The Redirected Walking Toolkit <ref type="bibr">[1]</ref> and OpenRDW <ref type="bibr">[22]</ref>.</p><p>After 2018, several reactive controllers based on Artificial Potential Field (APF) <ref type="bibr">[17,</ref><ref type="bibr">18]</ref> were proposed. All of them utilized the "repulsive force" to "push" the user away from the obstacles. Bachmann et al. <ref type="bibr">[5]</ref> proposed an APF-based controller, referred to as APF-RDW, to handle scenarios involving multiple users. APF-RDW sums up the repulsive force exerted from each obstacle's or user's boundary to a point and uses the resulting vector at the point to steer the user. Simulation-based and live studies have shown that APF-RDW can outperform S2C in a rectangular empty physical space. Messinger et al. <ref type="bibr">[28]</ref> proposed a refined APF-RDW, called APF-SC, to account for irregular physical space. A simulation study revealed that APF-SC outperformed S2C in terms of the number of resets and the space utilization for empty space with irregular boundaries. Dong et al. <ref type="bibr">[8]</ref> added "attractive force" into APF-SC to "pull" the user to a target position which is the farthest position from the other users. Dong et al. <ref type="bibr">[9]</ref> proposed the concept of dynamic density-based redirected walking that considers the density of users and boundary to steer the users. Thomas et al. proposed Push/Pull Reactive (P2R) algorithm that uses repulsive force to push the user away from obstacles and attractive force to pull the user towards desire goal <ref type="bibr">[48]</ref>, with aim to support non-convex physical spaces with interior obstacles. For multi-user RDW, space subdivision methods subdivide a shared PE and allocate a sub-space to each user. Jeon et al. <ref type="bibr">[14]</ref> proposed a dynamic space partitioning method utilizing deep reinforcement learning to obtain the optimal partition strategy.</p><p>The recently proposed alignment-based controllers are reactive, but they also utilize information from VEs <ref type="bibr">[52,</ref><ref type="bibr">53]</ref>. Different from controllers such as S2C and APF-S2G, which steered the user away from physical obstacles, alignment-based controllers steer the user into a physical walkable area that best matches or aligns with the virtual walkable area. The rationale behind this is that if the user's walkable areas in the PE and VE are perfectly aligned, they will not encounter a collision with the PE while moving inside the walkable area in the VE. The walkable area is constrained inside the visibility polygon of the user, which is the space that is visible to them from their position. The alignment-based controllers measure the similarity of physical and virtual walkable areas based on features such as shape or size, and search for a physical walkable area that most closely matches or is aligned with the virtual walkable area as the steering direction. The ARC presented in <ref type="bibr">[52]</ref> steers the user such that their distances to obstacles in the user's heading, left, and right directions in PE and VE match as closely as possible. ARC was reported to outperform the classic S2C and APF-S2G controllers <ref type="bibr">[48]</ref>. The visibility-polygon based controller proposed in <ref type="bibr">[53]</ref> steers the user to regions of the visibility polygon in the physical environment that match, as closely as possible, the region the user is heading to in the visibility polygon of the VE. The visibilitypolygon based controller was reported to outperform ARC, APF-S2G, and S2C controllers <ref type="bibr">[53]</ref>. Visibility-polygon-based controllers are currently the best RDW controllers. However, as noted by Williams et al. <ref type="bibr">[53]</ref>, they can be further improved by utilizing visibility polygons to their full potential. Potential issues include how to decompose the visibility polygon, how to decide on virtual slices, and how to measure the shape similarity between slices of the physical and virtual visibility polygons. In the relation to alignment, the ENI metric proposed by Williams et al. <ref type="bibr">[54]</ref> aims to measure the similarity between PE and VE for natural walking in VR.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="3">REDIRECTED WALKING USING OPTIMIZED ALIGNMENT AND ARTIFICIAL POTENTIAL FIELD 3.1 Objective Functions for Alignment Controller</head><p>Our goal in this paper is to design a framework with which more accurate alignment measures can be easily derived and represented as objective functions, leading to an optimization-driven framework for RDW controllers. For a user's location and heading in a VE, we define a virtual cell that is a 2D view volume-like polygon bounded by the visibility polygon and two rays originating from the user's location, symmetric to the user's heading and forming an included angle of a prescribed degree. We also define a physical cell in a PE in a similar manner. We then superimpose the virtual cell onto the PE such that it is coincident with the physical cell at the endpoint and the two edges adjacent to the endpoint. The superposition and coincidence of physical and virtual cells makes it easier to measure their shape similarity based on area and, more importantly, makes new definitions of alignment possible.</p><p>Visibility Polygons Given a position p and heading V in an environment E, the visibility polygon for p with the environment E is the unbounded polygonal region of all points visible from p. We compute the visibility polygon using the algorithm proposed by Suri et al. <ref type="bibr">[46]</ref>. The visibility polygon VP is defined by p and a set of n vertices {v 0 , v 1 , ..., v n-1 }. Each pair of consecutive vertices v i and v i+1 form an edge of VP. Assume that the user is located in the VE at p virt and with a heading of V virt , and is positioned in the PE at p phys and with a heading of V phys . We first compute the visibility polygons VP phys and VP virt for the user's poses at PE and VE and then derive their virtual cell and physical cell.</p><p>Virtual Cell and Physical Cell The virtual cell C virt for the user's position p virt and heading V virt is defined as a 2D view-volumelike polygon originating from p virt with V virt as the viewing direction and a prescribed included angle, bounded by VP virt . The included angle is set to 104 &#8226; , which is the common field of view (FOV) of the current head mounted display (HMD), such as Oculus Quest2. To derive C virt , we cast two rays that are symmetric with respect to the user's heading with the included angle and compute their intersection points with the visibility polygon VP virt ; see Fig. <ref type="figure">2a</ref>. Denote the intersection points as p l and p r . For each vertex v of VP virt , we check if v falls inside the area bounded by the two rays. Let us denote the set of resulting vertices as S. The virtual cell C virt will be formed by p virt , p l , vertices in S, and p r , as seen in Fig. <ref type="figure">2b</ref>. The physical cell for the user's position p phys and heading V phys in PE can be derived similarly.</p><p>Optimization-Driven Alignment Once the virtual cell C virt and the physical cell C phys are ready, we superimpose C virt onto PE such that C virt is coincident with C phys at the user's position and its two adjacent edges. With this superposition, we can define an area-based measure for shape similarity between the physical cell and virtual cell as in <ref type="bibr">[53]</ref> by Area(C phys ) -Area(C virt ) . Let C phys (&#952; ) denote the physical cell with the same included angle as C virt , and its bisection direction deviating from the user's heading V phys by an angle &#952; . We can define the shape similarity measure between C phys (&#952; ) and C virt as the following objective function</p><p>The physical cell that best matches the virtual cell C virt is C phys (&#952; * ), where &#952; * minimizes AlignmentSS(&#952; ) over a domain bounded by the minimum and maximum thresholds of the curvature gain. Note that representing the alignment measure as a function of &#952; allows us to find the optimal alignment by using optimization.</p><p>The area-based shape similarity measure AlignmentSS(&#952; ) cannot, however, distinguish between a favorable case and an unfavorable case when the area differences between physical and virtual cells are the same. For example, in Fig. <ref type="figure">4a</ref>, the left case shows that the physical cell contains the virtual cell, and the right case shows that the virtual cell contains the physical cell, but their differences in area are the same. We know that the first case is more favorable than the second case, but AlignmentSS(&#952; ) fails to distinguish these two cases. It may also result in some undesired cases, as shown in Fig. <ref type="figure">4b</ref>, where the similarity measure is high (i.e., the physical cell and virtual cell have similar areas), but the obstacles are close to the user.</p><p>We take a different approach to finding a physical cell C phys (&#952; ) that is the best match for the virtual cell C virt , based on how much area the physical space can offer to allow for safe walking within the</p><p>(a) Virtual cell. (b) Physical cell. (c) Superimposition. (d) Overlapped area.  virtual cell C virt . To this end, like C phys (&#952; ), we denote C virt (&#952; ) to be the result of rotating C virt by an angle &#952; from the user's heading V phys in PE. Moreover, we define an alignment measure as the ratio of the overlapped area of C virt (&#952; ) and C phys (&#952; ) to the area of the virtual cell C virt , representing the relative area of the virtual cell that is overlapped with the physical cell. The higher the ratio, the higher the alignment. Formally, we define Alignment(&#952; ) as follows:</p><p>where Area(C virt (&#952; ) &#8745; C phys (&#952; )) represents the area that the physical environment can provide to enable safe walking within the virtual cell C virt . With the formulation of Alignment(&#952; ), maximizing the ratio is equivalent to minimizing Alignment(&#952; ). Note that for Area(C virt (&#952; ) &#8745;C phys (&#952; )), we do not need to derive C phys (&#952; ) and then compute Area(C virt (&#952; )&#8745;C phys (&#952; )). Instead, Area(C virt (&#952; )&#8745;C phys (&#952; )) can be replaced by Area(C virt (&#952; ) &#8745;VP phys ).</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="3.2">Objective Function for APF Controller</head><p>While the visibility polygon-based alignment controller performs better than APF-S2G, nevertheless, APF is still a useful source of information for redirected walking. Thus, it is our plan to take the scalar APF function as that of <ref type="bibr">[48]</ref> into account when optimizing the proposed objective function Alignment(&#952; ). To this end, we have designed an objective function for the APF controller, which is also a function of &#952; . With finite difference, we consider a point p APF lying on the vector V APF (&#952; ) originating from p phys with an included angle &#952; from the user's heading V phys . p APF is 0.50m away from the user's position p phys . The APF difference between p APF and p phys divided by the distance between the two points is a finite difference representing the directional derivative of APF along the direction V APF (&#952; ). We want to find an optimal steering direction &#952; * that is the direction with the maximum decrease in directional derivative of APF within the domain D = [-1 7.5 , 1  7.5 ], where 7.5 m is the maximum radius for the curvature Fig. <ref type="figure">5</ref>: Define APF(&#952; ) as the APF value at a point on V APF (&#952; ).</p><p>gain <ref type="bibr">[13]</ref>. To simplify the finite difference computation, we define the objection function APF(&#952; ) as the APF value at p APF as follows (See Fig. <ref type="figure">5</ref>) APF(&#952; ) = APF value at the endpoint p APF of V APF (&#952; ).</p><p>(3)</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="3.3">Optimization-driven Redirected Walking</head><p>Suppose that the current configuration is that the user is positioned at p phys with heading V phys in PE, and positioned at p virt with heading V virt in VE. The RDW controller will derive curvature gain, rotation gain, and translation gain and steer the user's movement. In our proposed controllers, the derivation of curvature gain and rotation gain is based on the optimal &#952; obtained by optimizing Alignment(&#952; ) or APF(&#952; ) constrained in the domain D = [-1 7.5 , 1 7.5 ], where 7.5 m is the maximal radius for curvature gain <ref type="bibr">[13]</ref>, so 1  7.5 is in radian units. Based on the proposed objective functions, Alignment(&#952; ) and APF(&#952; ), we proposed the following three RDW controllers.</p><p>&#8226; Alignment-Optimized controller:</p><p>&#8226; APF-Optimized controller:</p><p>&#8226; Alignment+APF-Optimized controller:</p><p>With Alignment+APF-Optimized controller, we simultaneously optimize Alignment(&#952; ) and APF(&#952; ). Once &#952; * is obtained, we compute the curvature gain and rotation gain. Since the search space for the optimization is constrained in D = [-1 7.5 , 1  7.5 ], where 7.5 is the maximum radius for curvature gain <ref type="bibr">[13]</ref>, we set the curvature gain as</p><p>Note that the curvature gain is represented in angle per walked meter.</p><p>Let r be the signed angle for the user's rotation at p virt . Note that &#952; * is also a signed angle. If &#952; * and r have the same sign, we apply a maximum rotation gain of 1.24 <ref type="bibr">[42]</ref>. A minimum rotation gain of 0.67 <ref type="bibr">[42]</ref> is applied when &#952; * and r have opposite signs. Specifically, we set the rotation gain g r as follows: <ref type="bibr">24</ref>, if &#952; * and r have the same sign 0.67, if &#952; * and r have opposite signs. <ref type="bibr">(8)</ref> As depicted in Fig. <ref type="figure">6</ref>, to compute the translation gain, we first cast a ray originating from p phys with direction &#952; * in PE and compute its intersection with the visibility polygon VP phys . Let d phys be the distance from p phys to the intersection point. We also cast a ray originating from p virt with the user's heading direction in VE and compute its intersection with the visibility polygon VP virt . Let d virt be the distance from p virt to the intersection point. The translation gain g t is set to be the ratio of d phys and d virt , bounded by thresholds for translation gains.</p><p>where 0.86 and 1.26 are the minimum and maximum translation gain <ref type="bibr">[42]</ref>.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="3.3.1">Optimization Solvers</head><p>The optimization of Alignment(&#952; ) or APF(&#952; ) is a constrained optimization with non-differentiable objective functions. We adopted particle swarm optimization (PSO) <ref type="bibr">[16]</ref> due to its simplicity of implementation and its capability of finding a global optimum. We carefully set the values for the configurable coefficients in the particle's velocity equation for each iteration step to balance the speed of convergence and accuracy of the solution. We implemented PSO based on the algorithm presented in <ref type="bibr">[25]</ref>.</p><p>In the Alignment+APF-Optimized controller, we aim to optimize both Alignment(&#952; ) and APF(&#952; ) simultaneously. One simple way to do this is to linearly combine the two objective functions into one. However, before optimizing the resulting objective function, we need to properly normalize both functions, which is not a trivial task for Alignment(&#952; ) and APF(&#952; ). To avoid the difficulties of normalizing Alignment(&#952; ) and APF(&#952; ), we instead used the &#949;-constraint method, which is a widely used and more robust method for multi-objective optimization <ref type="bibr">[11]</ref>. We implemented the &#949;-constraint method based on the algorithm presented in <ref type="bibr">[11,</ref><ref type="bibr">27]</ref>. With the &#949;-constraint method, we first rank the Alignment(&#952; ) and APF(&#952; ) based on importance. It has been shown that alignment-based methods, such as ARC and visibilitypolygon based methods, significantly outperform the APF-S2G controller <ref type="bibr">[47,</ref><ref type="bibr">48]</ref>, so it is reasonable to rank Alignment(&#952; ) as more important than APF(&#952; ). In this case, an APF-based controller could support the alignment-based controller to prevent the user from getting too close to the obstacles. Using the &#949;-constraint method, we first optimize Alignment(&#952; ) constrained in D and obtain the optimal &#952; * Alignment :</p><p>Then we optimize APF(&#952; ) as follows:</p><p>where &#949; represents the amount of tolerance for the optimality of &#952; * Alignment .</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="3.4">Reset Strategies</head><p>Any RDW controller needs resetting strategies to detect when they are about to collide with an obstacle in PE and to reorient the user once it happens. For the trigger condition, we follow the approach proposed in Williams et al. <ref type="bibr">[52]</ref>. Once &#952; * is computed, two conditions are checked. The first condition is to check if the next position along &#952; * is inside a physical obstacle. If so, the reset is triggered; otherwise, the second condition is checked. If the next position is close enough to an obstacle and the angle between the user's heading and the obstacle's normal is greater than 90 degrees, the reset is triggered. Once a reset is triggered, the optimal reorientation angle for the reset will be obtained by optimizing the objective function with &#952; being the angle between the target direction and the normal n and the constrained domain</p><p>where n is the normal of the closest face of the obstacle that triggered the reset. After the optimal reorientation angle is derived, the reorientation process is performed in a way similar to face-center <ref type="bibr">[51]</ref> and 2:1-turn <ref type="bibr">[34]</ref>, with the difference being that the user will end up physically facing the derived optimal direction.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="4">EVALUATION DESIGN</head><p>We conducted simulation-based experiments to evaluate the performance of the proposed controllers using four pairs of physical and virtual environments. For the experiments, we compared our three controllers against state-of-the-art controllers: APF-RDW presented by Messinger et al. <ref type="bibr">[28]</ref>, APF-S2G presented by Thomas et al. <ref type="bibr">[48]</ref>, ARC presented by Williams et al. <ref type="bibr">[52]</ref>, and Vis.-Poly., the visibilitypolygon based alignment controller by Williams et al. <ref type="bibr">[53]</ref>. We did not compare our controllers with S2C because it had been used as a baseline for the comparative study in <ref type="bibr">[28,</ref><ref type="bibr">48,</ref><ref type="bibr">52,</ref><ref type="bibr">53]</ref>. APF-RDW and APF-S2G were the best redirection controllers when presented in 2019, and are considered to serve as a baseline for this evaluation. ARC is the first alignment-based reactive controller, while Vis.-Poly. controller is currently the best reactive controller.</p><p>For each experiment, we simulated the use of redirection controllers for 100 randomly generated paths with a random starting position and orientation, and compared the controllers' performance in terms of the number of resets incurred over the whole simulation and the distance between resets. Both are standard performance metrics for comparative study in redirection walking research. The distance between resets may be redundant since it depends on the number of resets; however, in addition to comparing the average distance between resets, we also wanted to compare their likelihood distributions for different controllers. Before the simulation-based study, we formulated the following hypotheses:</p><p>H1 Our Alignment+APF-Optimized controller will perform better than Visibility-Polygon controller <ref type="bibr">[53]</ref>, ARC <ref type="bibr">[52]</ref>, APF-RDW <ref type="bibr">[28]</ref>, and APF-S2G <ref type="bibr">[48]</ref> in terms of the number of resets.</p><p>H2 Our Alignment-Optimized controller will perform better than Visibility-Polygon controller <ref type="bibr">[53]</ref>, ARC <ref type="bibr">[52]</ref>, APF-RDW <ref type="bibr">[28]</ref>, and APF-S2G <ref type="bibr">[48]</ref> in terms of the number of resets.</p><p>H3 Our APF-Optimized controller will perform better than APF-RDW <ref type="bibr">[28]</ref> and APF-S2G <ref type="bibr">[48]</ref> in terms of the number of resets.</p><p>H4 Our Alignment+APF-Optimized controller will perform better than the Alignment-Optimized controller in terms of the number of resets.</p><p>H5 Our Alignment+APF-Optimized and Alignment-Optimized controller will perform better than the APF-Optimized controller in terms of the number of resets.</p><p>H6 Our Alignment+APF-Optimized and Alignment-Optimized controllers will provide a more uniform likelihood distribution across distance between resets as compared to the other redirection controllers.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="4.1">Environment Layouts</head><p>In designing the test environments, we are aware that the layout or structure of the physical and virtual environments affects the performance of a redirection controller <ref type="bibr">[2,</ref><ref type="bibr">28]</ref>. Moreover, for comparison, we may use the environment pairs that possess sufficient structure complexity and different levels of local similarity and structure complexity, as shown in Fig. <ref type="figure">7</ref>. Environment 1 is composed of a 10m &#215; 10m empty PE and a 20m &#215; 20m VE, with two 2m &#215; 2m obstacles placed inside the VE. Note that Environments 2 and 3 come from Williams et al. [53]. Environment 2 has a 12m &#215; 12m PE and a 17m &#215; 12m VE. Both PE and VE have narrow corridors and appear to have a high level of local similarity. Environment 3 consists of a 12m &#215; 12m PE and a 20m &#215; 20m VE, which shares the same PE as Environment 2. The VE has many convex and concave obstacles. We notice that PE and VE have obstacles with different shapes and sizes, thus Environment 3 has lower local similarity than Environment 2. In Environment 4, we used 3D models obtained from the Unity Asset Store and converted them into 2D layout maps. The PE is a 15m &#215; 12.5m living room consisting of sofas, chairs, tables, and cabinets. The VE is a 55m &#215; 50m cityscape map consisting of buildings, which is about 15 times larger than the PE. The local similarity of Environment 4 is considered to be a little lower than Environment 2 because the layouts of PE and VE in Environment 2 are regular and very similar, whereas the layouts of PE and VE in Environment 4 are irregular and different.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="4.2">Simulation Design and Settings</head><p>Our implementation of APF-S2G is based on the method presented in Thomas et al. <ref type="bibr">[48]</ref>, APF-RDW is based on <ref type="bibr">[28]</ref>, ARC is based on <ref type="bibr">[52]</ref>, and Vis.-Poly. controller is based on <ref type="bibr">[53]</ref>. The parameters involved in the simulation were the same as those in <ref type="bibr">[53]</ref>. The user was represented as a circle with a radius of 0.5m, walking with a velocity of 1m/s, and turning with an angular velocity of 90 &#8226; /s. The simulation timestep was 0.05s. All these four controllers and our controllers share the same condition for detecting the reset, but each controller employs its own method for reorientation. In the implementation of APF-S2G, we used SFR2G for the reorientation in reset. SFR2G takes 10 steps, each in the direction of the negative gradient, and uses the resulting position as the target to reorient the user <ref type="bibr">[48]</ref>.</p><p>For each environment pair, we randomly generated 100 paths. The path lengths were 340 &#8764; 400m for Environment 1, 2 and 3, and 750 &#8764; 800m for Environment 4. The paths used in the simulation studies of <ref type="bibr">[48,</ref><ref type="bibr">52,</ref><ref type="bibr">53]</ref> consist of a set of waypoints connected by straight lines, and have rotation-in-place at each waypoint. We followed a similar procedure, but used cubic B&#233;zier curves between waypoints. The parameters for generating waypoints were the same as in <ref type="bibr">[2]</ref>. To ensure a smooth transition at a waypoint, two adjacent B&#233;zier segments shared the same tangent at the waypoint, which was perpendicular to the bisector of the vectors to the previous and next waypoints. The distance between the waypoint and its adjacent control point was set to be a proportion of the distance between the waypoint and its corresponding neighboring waypoint. The generated piecewise cubic B&#233;zier curve is expected to approximate the global shape of the real user path more closely than the piecewise linear curve, since each B&#233;zier segment is more realistic than a line segment compared to a human locomotion trajectory. However, B&#233;zier segments are smooth while human locomotion trajectories may be more zigzagging. In this case, we can reduce the distance between waypoints. We can also support rotation-in-place at a waypoint by setting different tangent directions for the segments adjacent to the waypoint. We simulated the locomotion on each path for each of the redirection controllers under evaluation. For each path, the user's starting location in the physical and virtual environments and their headings were randomly generated. Note that for each path, all the controllers under evaluation used the same starting locations and headings.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="5">RESULTS</head></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="5.1">Number of Resets</head><p>The Shapiro-Wilk's test showed that some of the data violated the normality assumption, so non-parametric tests were used to analyze the data. Wilcoxon's signed-rank tests were applied for post-hoc comparisons, with p Bonferroni correction, resulting in a significance level of p &lt; 0.007 (0.05/7). The results of the post-hoc pairwise comparisons are shown in the graphs 8.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="5.1.1">Environment 1</head><p>The Friedman test revealed a significant difference in the number of resets in the redirection controllers, &#967; 2 </p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="5.1.2">Environment 2</head><p>The Friedman test revealed a significant difference in the number of resets among redirection controllers, &#967; 2 </p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="5.1.3">Environment 3</head><p>The Friedman test showed a significant difference in the number of resets between redirection controllers, &#967; 2  </p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="5.1.4">Environment 4</head><p>The Friedman test found a significant difference in the number of resets among redirection controllers, &#967; 2 </p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="5.2">Likelihood of Reset Distance Distribution</head><p>We computed the likelihood of the redirection controllers to generate resets in discrete categories of 0.5 meter distances. We computed 41 categories that ranged in reset distances from 0 to 0.5m (category 1), 0.5m to 1m (category 2), 1.0m to 1.5m (category 3) and so on until greater than 20m (category 41). We simulated 100 trials of each controller in each of the test environments, and then computed the distribution of the likelihood of redirection reset distances generated by each controller in that environment. We then computed a multiple regression analysis to evaluate to what extent the redirection controllers and the categories of reset distances predicted the likelihood of generating that reset distance.</p><p>(a) Environment 1. (b) Environment 2. (c) Environment 3. (d) Environment 4. Such multiple regression analysis have been employed in VR <ref type="bibr">[4,</ref><ref type="bibr">10,</ref><ref type="bibr">29]</ref> and similarly in real world studies <ref type="bibr">[6,</ref><ref type="bibr">32,</ref><ref type="bibr">33]</ref>.</p><p>The regression analysis contribution will also enable researchers to predict the likelihood of generating a reset distance, given a test environment, redirection controller and reset distance. The curves of the regression profiles also tell us how uniform or lopsided the likelihoods of the resets over reset distance categories are distributed. For instance, if the slope is steep on one end then that informs researchers that the algorithm's frequency of resets in a narrow range of reset distance category, which is mostly in the short distance category, is very high. Thus this is an undesirable characteristic and vice-versa is true -a shallow slope and a uniform curve is more desirable.</p><p>We first conducted a multiple regression analysis on the natural log transform of the likelihood distribution across the reset distance categories for each controller, which resulted in a linear relationship between category and likelihoods in each of the 7 controllers. Once we determined through multiple regression that redirection controller type was a significant predictor or affected the log likelihood distribution across reset distances, then we modeled and provided the regression profiles of the likelihood distribution of reset distances for each of the redirection controller in each of the test environments. Redirection controller type was coded in the model as follows: (1) Alignment+APF-Optimized, (2) Alignment-Optimized, (3) APF-Optimized, (4) Visibility-Polygon (Vis.-Poly.), ( <ref type="formula">5</ref>) ARC, (6) APF-RDW, (7) APF-S2G. Prior to conducting multiple regression analysis on the log likelihood data, we insured that the histogram of standardized residuals were normally distributed, and the normal P-P plot of the standardized residuals were linear indicating that the data were suitable for linear multiple regression analysis.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="5.2.1">Environment 1</head><p>In test Environment 1, the multiple regression model on log likelihood of reset distribution data was found to be significant, F(2, 283) = 8.90, p &lt; 0.001, with an R 2 = 0.10. The log likelihood of reset distances was equal to -5.21 + 0.052 &#215; RedirectionControllerType + 0.024 &#215; ResetDistanceCategory; log likelihood of reset distance increased by 0.024 for every 0.5m increase in the reset distance category, and a difference of 0.052 was calculated on average between two subsequent redirection types. Both independent variables, Redirection Controller Type, p = 0.045, and Reset Distance Category, p &lt; 0.001, were significant predictors of log likelihood of the reset distances. The non-linear regression profiles of how the different redirection controllers affected the distribution of the likelihood of reset distances is shown in Fig. <ref type="figure">9a</ref>. The cubic regression profile was found to be the best fit for modeling the redirection controller data in the relationship between reset distance category and the likelihood of the reset distance. The cubic regression profiles for the redirection controllers were as follows; Alignment+APF-Optimized: likelihood = -0.0086+0.0015&#215;Category+0.000089&#215;Category 2 -0.0000032&#215; Category 3 [R 2 = 0.39], Alignment-Optimized: likelihood = -0.007 + 0.001 &#215; Category + 0.00012 &#215; Category 2 -0.0000037 &#215; </p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="5.2.2">Environment 2</head><p>In test Environment 2, the multiple regression model on log likelihood of reset distribution data was found to be significant, F(2, 234) = 328.70, p &lt; 0.001, with and R 2 = 0.74. The log likelihood of reset distances was equal to 0.20 -0.80 &#215; RedirectionControllerType -0.17 &#215; ResetDistanceCategory; log likelihood of reset distance decreased by -0.17 for every 0.5m increase in the reset distance category, and a difference of -0.80 was calculated on average between two subsequent redirection types. Both independent variables, Redirection C+ontroller Type, p &lt; 0.001, and Reset Distance Category, p &lt; 0.001, were highly significant predictors of log likelihood of the reset distances. The non-linear regression profiles of how the different redirection controllers affected the distribution of the likelihood of reset distances is shown in Fig. <ref type="figure">9b</ref>. The quadratic regression profiles for redirection controllers in the relationship between reset distance category and the likelihood of the reset distance were as follows; Alignment+APF-Optimized:</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="5.2.3">Environment 3</head><p>In test Environment 3, the multiple regression model on log likelihood of reset distribution data was found to be significant, F(2, 209) = 656.46, p &lt; 0.001, with and R 2 = 0.87. The log likelihood of reset distances was equal to -0.13 -0.45 &#215; RedirectionControllerType -0.25 &#215; ResetDistanceCategory; log likelihood of reset distance decreased by -0.25 for every 0.5m increase in the reset distance category, and a difference of -0.45 was calculated on average between two subsequent redirection types. Both independent variables, Redirection Controller Type, p &lt; 0.001, and Reset Distance Category, p &lt; 0.001, were highly significant predictors of log likelihood of the reset distances. The non-linear regression profiles of how the different redirection controllers affected the distribution of the likelihood of reset distances is shown in Fig. <ref type="figure">9c</ref>. The quadratic regression profiles for redirection controllers in the relationship between reset distance category and the likelihood of the reset distance were as follows; Alignment+APF-Optimized: likelihood = 0.13 -0.0092 &#215;Category + 0.00016 &#215;Category 2 [R 2 = 0.74], Alignment-Optimized: likelihood = 0.13-0.0095&#215;Category+ 0.00016 &#215; Category 2 [R 2 = 0.76], APF-Optimized: likelihood = 0.16 -0.01 &#215; Category + 0.00024 &#215; Category 2 [R 2 = 0.40], APF-S2G: likelihood = 0.19 -0.02 &#215; Category + 0.00033 &#215; Category 2 [R 2 = 0.17], ARC: likelihood = 0.15 -0.01 &#215;Category + 0.00022 &#215; Category 2 [R 2 = 0.60], Vis.-Poly.: likelihood = 0.14 -0.01 &#215; Category+0.00020&#215;Category 2 [R 2 = 0.67, APF-RDW: likelihood = 0.18 -0.02 &#215;Category + 0.00030 &#215;Category 2 [R 2 = 0.24].</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="5.2.4">Environment 4</head><p>In test Environment 4, the multiple regression model on log likelihood of reset distribution data was found to be significant, F(2, 283) = 392, p &lt; 0.001, with an R 2 = 0.74. The log likelihood of reset distances was equal to -0.68 -0.39 &#215; RedirectionControllerType -0.14 &#215; ResetDistanceCategory; log likelihood of reset distance decreased by -0.14 for every 0.5m increase in the reset distance category, and a difference of -0.39 was calculated on average between two subsequent redirection types. Both independent variables, Redirection Controller Type, p &lt; 0.001, and Reset Distance Category, p &lt; 0.001, were highly significant predictors of log likelihood of the reset distances. The non-linear regression profiles of how the different redirection controllers affected the distribution of the likelihood of reset distances is shown in Fig. <ref type="figure">9d</ref>. The cubic regression profile was found to be the best fit for modeling the redirection controller data in the relationship between reset distance category and the likelihood of the reset distance. The cubic regression profiles for the redirection controllers were as follows; Alignment+APF-Optimized: likelihood = 0.02 + 0.0057 &#215; Category -0.00035 &#215; Category 2 + 0.0000048 &#215; Category </p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="5.3">Hypotheses Verification</head><p>In terms of the number of resets across all environments, we have the following findings. The Alignment+APF-Optimized and Alignment-Optimized performed significantly better than Vis.-Poly., ARC, APF-RDW, and APF-S2G. Additionally, the Alignment+APF-Optimized and Alignment-Optimized performed significantly better than APF-Optimized. These findings supported H1, H2, and H5. However, the results can only partially support H3 since the performance of APF-Optimized was not significantly different from APF-S2G in Environment 1, and APF-Optimized performed worse than APF-RDW in Environment 4. The hypothesis H4 is partially supported since there is no significant difference between Alignment+APF-Optimized and Alignment-Optimized in Environment 1 and Environment 4.</p><p>The multiple regression analysis revealed a significant effect of the controllers on the likelihood distribution across different distances between resets. Specifically, the analysis showed that in all environments, the likelihood distributions of the distance between resets were more uniformly distributed across the different categories in the Alignment-APF-Optimized and Alignment-Optimized controllers, whereas for the Vis.-Poly., ARC, APF-RDW and APF-S2G controllers, the likelihood distribution of reset distances across the different categories was found to be uneven. Furthermore, the slopes of the Vis.-Poly., ARC, APF-RDW and APF-S2G controller likelihood distributions revealed a highly non-uniform distribution, such that there was a significantly higher likelihood and frequency of smaller reset distances, and little or no likelihood and frequency of the larger reset distances. Hence, H6 is supported.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="6">DISCUSSION</head><p>The statistical results show that both Alignment+APF-Optimized and Alignment-Optimized controller outperformed the Vis.-Poly. controller in terms of number of resets, as proved by the verification of H1 and H2. This highlights the effectiveness of our proposed alignment definition and optimization-driven framework, which incorporates a more accurate shape similarity measure that considers the overlapping area of the virtual cell and physical cell, along with the fine-grained setting of gains. This improvement leads to better controller performance, demonstrating that the proposed alignment definition and optimizationdriven framework with a finer alignment measure and a more precise strategy for setting redirection gains are key factors for improving alignment-based controllers.</p><p>The design of the APF-Optimized controller was initially intended to offer a way to incorporate APF information into the optimization process of Alignment-Optimized controller. The study results showed that the APF-Optimized controller performed significantly better than the APF-S2G in Environment 2, 3 and 4. The difference between the two controllers is that APF-S2G takes the negative gradient as the steering direction, while APF-Optimized uses the local minimum directional derivative. We observed that in a narrow long aisle, the negative gradients at points inside the aisle always point to the opposite wall, so in the process of APF-S2G steering, the user is gradually steered towards the wall and may easily end up in a collision. As for the APF-Optimized controller, the optimized direction obtained for steering at points inside the aisle is always within the bounds constrained by the gain thresholds, so the user can be gradually steered towards the center line of the aisle and thus potentially avoid a collision. Moreover, with the optimized direction, we can finely set the gains for RDW. Another possible reason is that the reorientation strategy in the resetting of APF-S2G usually sets the direction pointing to the opposite wall as the steering direction, which can easily result in a collision. However, the results showed that the performance of APF-Optimized controller was not significantly different from APF-S2G in Environment 1. In this environment pair, the steering directions obtained by the APF-Optimized controller were not too dissimilar from those of the APF-S2G, resulting in similar performance. In Environment 4, APF-RDW performed better than the APF-Optimized controller and APF-S2G, because it was often observed that APF-RDW could steer the user to an open space.</p><p>Supported by the verification of H4 in Environments 2 and 3, the incorporation of APF information and alignment measure proved to improve the controller's performance. This demonstrates the potential for achieving fewer resets by considering multiple redirection strategies simultaneously. However, balancing between different strategies is not straightforward, as previously mentioned. The statistical results revealed that our Alignment+APF-Optimized controller achieved varying degrees of improvement compared to the Alignment-Optimized and APF-Optimized controllers in different environment pairs. This highlights that the performance improvement can be affected by the layouts of PE and VE, especially for controllers with hybrid strategies. Consistent with the findings from previous works, alignment-based controllers are superior in performance to APF-based controllers in terms of the number of resets, as proved by the verification of H5.</p><p>As one of the key improvements we proposed compared to the previous approaches, we expected that the alignment measure which considers the overlapping area of the virtual cell and the physical cell could distinguish between the favorable case, the unfavorable case, and the problematic case, as illustrated in Figures <ref type="figure">4a</ref> and <ref type="figure">4b</ref>. Successfully distinguishing between such cases would lead to more uniformly distributed likelihood distributions of reset distances, as the physical cell that offers the most space to allow walking within the virtual cell would be chosen as the steering target to steer the user, which would effectively reduce the number of short-distance resets. As shown by the verification of H6, our Alignment+APF-Optimized and Alignment-Optimized controllers did provide more uniform likelihood</p><p>(a) Environment 1. (b) Environment 2. (c) Environment 3. (d) Environment 4. distributions across reset distances than other controllers, highlighting the effectiveness of our proposed approach.</p><p>The four environment pairs used for the simulation differ in geometric layout and degree of local similarity, which lead to different performance characteristics of each controller across each environment pair. In Environment 1, PE has a square space with no obstacles inside, which is an ideal layout for APF-based controllers <ref type="bibr">[28,</ref><ref type="bibr">48]</ref>. This could be the reason why alignment-based controllers could not perform better than APF-based controllers. In Environment 2, the physical and virtual environment are similar, which is a favorable case for alignment-based controllers due to the relatively low difficulty to achieve collision-free navigation <ref type="bibr">[53]</ref>. The results showed that our Alignment-Optimized and Alignment+APF-Optimized controllers could perform significantly better than APF-Optimized, Vis.-Poly., ARC, APF-RDW and APF-S2G. In Environment 3, the similarity between the physical and virtual environment is much lower, making alignment-based RDW more challenging <ref type="bibr">[53]</ref>. This could be the reason why APF-Optimized controller performed as well as ARC, since ARC has the most rough alignment measure compared to Vis.-Poly. and Alignment-Optimized controllers. While most controllers had a worse performance in Environment 3 than in Environment 2, APF-RDW and APF-S2G actually performed better in Environment 3. The VE of Environment 3 has more empty space than that of Environment 2, resulting in more turns in the virtual paths and thus reducing the chance of walking straight towards obstacles after reset.</p><p>In Environment 4, there is a relatively large empty space in the PE while there are also large empty spaces in the VE, which is a key performance factor for alignment-based controllers and could be the reason why there was no significant performance difference between Alignment+APF-Optimized and Alignment-Optimized, since alignment measure was more dominant on performance than APF. Furthermore, as discussed previously, narrow areas have a huge impact on the performance of APF-S2G in terms of the number of resets, with this phenomenon more pronounced in Environment 4 due to the higher number of "dead ends" in the PE, which makes it difficult to "escape" from such a cramped space once the user entered it.</p><p>Limitations The area of the overlapping area between the physical and the virtual cells is used to measure Alignment(&#952; ); however, considering area alone fails to distinguish cases that have the same size of overlapping area but with varying shapes that influence the RDW performance differently. In the experiment, the controllers were evaluated based on simulations with random paths in the form of piecewise B&#233;zier curves. Simulation-based evaluation can be effective for quickly collecting data and understanding the controllers' strengths and weaknesses, but it usually does not take into account the user's perception and behavior evoked by the redirected steering, resulting in a loss of reality to a certain extent <ref type="bibr">[12]</ref>. Since the piecewise B&#233;zier segments can form a virtual path that visually resembles the global shape of the real user path, and the number of resets that Alignment-Optimized and Alignment+APF-Optimized achieved is significantly lower compared to the existing controllers, the performance trends revealed in the simulation-based evaluation are likely to be preserved for a live user study, as found in <ref type="bibr">[3]</ref>. Nevertheless, a live user study should be conducted in the future to evaluate the performance and understand the problems of controllers when applied in real applications. Another limitation is that, based on the proposed controllers, they all rely on the layout geometry of physical environment. When applied in a physical space with no layout information available, we need to do scene reconstruction beforehand or in real time. However, reconstructing the layout geometry of a physical environment in real time is still challenging and computationally expensive.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="7">CONCLUSION AND FUTURE WORK</head><p>In this paper, we presented an optimization-driven framework for RDW controllers and, based on that, developed three novel RDW controllers: Alignment-Optimized, APF-Optimized, and Alignment+APF-Optimized. The optimization-driven framework allows us to measure the shape similarity between the physical and virtual walkable areas and to define new types of alignment definitions. Extensive simulations demonstrated that the Alignment-Optimized and Alignment+APF-Optimized controllers outperformed existing state-of-the-art controllers in terms of the number of resets. Among the three proposed controllers, the Alignment+APF-Optimized and Alignment-Optimized controllers exhibited superior performance compared to the APF-Optimized controller. However, the hypothesis that the Alignment+APF-Optimized controller outperforms the Alignment-Optimized controller is partially supported. The results also revealed that the Alignment+APF-Optimized and Alignment-Optimized controllers provide a more uniform likelihood distribution across distances between resets, as compared to the other redirection controllers. This study confirmed that alignment-based strategies for RDW is promising, deserving further studies for even more effective redirection controllers.</p><p>Artificial potential field provides useful information about obstacles in the physical environment. Although our study only partially supports the hypothesis that the Alignment+APF-Optimized controller outperforms the Alignment-Optimized controller, incorporating APF information into the optimization-driven alignment strategy is still worthy of further study. Current alignment-based strategies, including ours, utilize only information about the workable areas visible to the user in both physical and virtual environments. To further enhance their performance, incorporating information beyond the walkable areas in order to steer the user towards future safer areas in an optimizationdriven framework could be a topic for future work. Moreover, currently existing alignment definition mainly depend on shape similarity between physical and virtual walkable areas. Alignment definitions that are other than shape similarity are desirable and expected to possess different advantageous features.</p></div><note xmlns="http://www.tei-c.org/ns/1.0" place="foot" xml:id="foot_0"><p>Authorized licensed use limited to: CLEMSON UNIVERSITY. Downloaded on June 11,2024 at 09:39:31 UTC from IEEE Xplore. Restrictions apply.</p></note>
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