Continuous Travel Through
Interconnected VR --Spaces

Mission: To compensate for limited space VR environments often employ a teleportation technique to move the player across an environment. This creates a feeling of discontinuity in the experience. The challenge was to create a sense of continuous travel through interconnected VR spaces.

Strategy: To address this problem, the environment is conveyed as a sequence of overlapping geometries, updated outside the viewer's field of vision as the he/she travels through the environment. This is done with the intent of subtly redirecting the users path of travel back into the space as they progress through the environment.

Prototypes: These grew in complexity as this project progressed. The first was a simple proof of concept turn-around. This floor plan was extended to create a maze-like environment.

The final prototype grew to include rooms, antechambers, windows, and a maze with branching corridors (allowing the user to choose different paths of travel). This required twenty overlapping geometries to achieve the illusion of a single continuous environment.

Development: All prototypes were developed in Unity with Steam VR and demoed on HTC Vive headsets. The creation of a custom trigger component facilitated the authoring of inter-connected environments. The trigger (coded in C#) can be one-way or two-way (reversible), replacing the environment's geometry as the user traverses the space.