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Reality Distortion Room: A Study of User Locomotion Responses to Spatial Augmented Reality Effects

You-Jin Kim, Andrew D. Wilson, Jennifer Jacobs, Tobias Höllerer

TL;DR

Reality Distortion Room investigates how spatial augmented reality distortions can subtly guide user locomotion in a bounded space. By leveraging RoomAlive-based projection to distort room geometry, the study demonstrates that axis-based distortions (elongation, warp, shift) drive directional movement while center-based distortions (elevate, enlarge) influence positioning relative to the room center; particle augmentation further increases walking distance. The findings provide empirical evidence for using visual space manipulation to support redirected walking and safer navigation in AR, with implications for designing AR experiences and mobility aids in limited physical areas. Limitations include a small sample and novelty effects, signaling the need for broader studies and more robust home-ready setups. Overall, the work establishes a proof-of-concept framework for conditioning natural locomotion through perceptual room distortions in SAR environments.

Abstract

Reality Distortion Room (RDR) is a proof-of-concept augmented reality system using projection mapping and unencumbered interaction with the Microsoft RoomAlive system to study a user's locomotive response to visual effects that seemingly transform the physical room the user is in. This study presents five effects that augment the appearance of a physical room to subtly encourage user motion. Our experiment demonstrates users' reactions to the different distortion and augmentation effects in a standard living room, with the distortion effects projected as wall grids, furniture holograms, and small particles in the air. The augmented living room can give the impression of becoming elongated, wrapped, shifted, elevated, and enlarged. The study results support the implementation of AR experiences in limited physical spaces by providing an initial understanding of how users can be subtly encouraged to move throughout a room.

Reality Distortion Room: A Study of User Locomotion Responses to Spatial Augmented Reality Effects

TL;DR

Reality Distortion Room investigates how spatial augmented reality distortions can subtly guide user locomotion in a bounded space. By leveraging RoomAlive-based projection to distort room geometry, the study demonstrates that axis-based distortions (elongation, warp, shift) drive directional movement while center-based distortions (elevate, enlarge) influence positioning relative to the room center; particle augmentation further increases walking distance. The findings provide empirical evidence for using visual space manipulation to support redirected walking and safer navigation in AR, with implications for designing AR experiences and mobility aids in limited physical areas. Limitations include a small sample and novelty effects, signaling the need for broader studies and more robust home-ready setups. Overall, the work establishes a proof-of-concept framework for conditioning natural locomotion through perceptual room distortions in SAR environments.

Abstract

Reality Distortion Room (RDR) is a proof-of-concept augmented reality system using projection mapping and unencumbered interaction with the Microsoft RoomAlive system to study a user's locomotive response to visual effects that seemingly transform the physical room the user is in. This study presents five effects that augment the appearance of a physical room to subtly encourage user motion. Our experiment demonstrates users' reactions to the different distortion and augmentation effects in a standard living room, with the distortion effects projected as wall grids, furniture holograms, and small particles in the air. The augmented living room can give the impression of becoming elongated, wrapped, shifted, elevated, and enlarged. The study results support the implementation of AR experiences in limited physical spaces by providing an initial understanding of how users can be subtly encouraged to move throughout a room.

Paper Structure

This paper contains 18 sections, 12 figures.

Figures (12)

  • Figure 1: a. Top view of the 4.5 m x 5.5 m room with furniture where the study and distortion effects were conducted. Left: Floor layout as scanned by Kinect v2 sensor cameras. Right: Digital Double 3D model of room. b. Left: Using SLAM (Simultaneous Localization and Mapping), a live 3D reconstruction of the room from a side angle. Right: Digital Double 3D model of the room from the same angle.
  • Figure 2: a. First-person point of view (POV) from the perspective of a user viewing a virtually extended space in the room. b. Overhead view of the room environment where the user experiences the distortion effects. c. First-person POV as seen via head-tracking and perspective correction, where the green area designates the space that is extended through projection using the Elongation Distortion. d. Overhead view of the physical space of the room compared to its virtual extension during the Elongation Distortion.
  • Figure 3: Example path of a user moving around the room during a one-minute trial, demonstrating full possible utilization of the physical space without fear of bumping into objects in the dark environment.
  • Figure 4: Distortion treatments 1, 2 and 3 stimulate axis movement, while distortion treatments 4 and 5 stimulate distance to the center.
  • Figure 5: The room transformation process during active distortion treatment, using the Expansion Distortion as shown above. During the "Apply" segments, the virtual room enlarges for 10 seconds. This is immediately followed by the "Return" segments, where the virtual room is compressed for 10 seconds until the virtually extended space merges back to the original room layout.
  • ...and 7 more figures