[MUSIC] In this video, let's take a look at navigation in VR. With high-end VR devices which support position tracking, you can shift your body naturally to see what's behind an object in front of you. And walk around with your legs just like you do in real life. On the other hand, in mobile VR as there is no position tracking, most of the time you will need to use the VR controllers for both, to shift your view point or to move to a different place. First of all, not all VR applications require the user to move around that much. In most of the VR applications I developed, in the areas of training, therapy, or experimental studies in social psychology, I normally just ask the participants to sit down on a chair. They can still shift their body or move their body back and forth, supported by position tracking, but there is no need for them to walk around with their legs. If you do need your participants to walk around in the VR space, the best way is for them to move around exactly the same way as they do in real life. That is, using their legs to move forward or backward and using their body to turn left or right. This is often called physical navigation. The problem with this is that you are limited by the physical space you're in. Another problem is obviously that it won't work with mobile VR devices as we cannot track where a user is in the 3-D space. The other extreme is to use virtual navigation where users control their movements entirely using the joystick or touch pad that comes with their VR controllers. So just like in a 2-D game, users shift the joystick to the left and right to look around and forward and back to move. This isn't a problem for games on a 2-D display, but I can do about 30 seconds of this in a VR headset before I feel completely sick. Also, this is only relevant to modal based VR. As in 360, the user only has access to view the environment from the fixed precision where you filmed with your camera. There are other methods that sit in between physical and virtual navigation. These pictures shown here, for instance, use a method called walk in place. As its name says, participants walk in place by doing the walking motion with their legs without actually moving forward. In this particular application, they could also use their arms to indicate the direction of turning. The participant's body was tracked by a Microsoft Kinect sensor, but you can use the VR controllers to try to do something similar. Another method to move from one place to another is called teleporting. If you've ever used Google street view or something similar, then you have probably tried it. Basically there are a few fixed positions the users can choose to teleport themselves to. In all the methods we have introduced, physical navigation is the most natural one, but it is constrained by the real world physical space the user is in. Walk-in-place is less natural, and it gives no sense of acceleration, but it does not normally cause nausea. Teleporting is a good way to move around quickly in VR without making the user feel too dizzy. But a user often gets a bit disoriented when they land in a new location. Virtual navigation, which relies entirely on a 2D user interface, that is, the joy stick or touch pad is not encouraged as it causes nausea. Finally, in 360 video, the users normally cannot navigate the environment freely, however, some 360 video allows users to teleport, for example, as we mentioned earlier, Google Street View. [MUSIC]