Really walking in virtual environments is considered the best* way to get from one virtual location to another. However, when walking around a virtual environment one is limited by the size of the tracked environment. Basically, it is challenging to walk around a virtual city when confined by a physical room. This research investigates human perception to determine ways to trick the brain into thinking the user is walking in spaces larger than the tracked space.
Virtual reality technology enables its users to see the world through the eyes of, and take on certain behavioral characteristics of someone else through body-ownership illusions. We investigate the behavioral and cognitive effects of embodying self-avatars in fully-immersive virtual environments.