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Hardware and software resources nowadays make possible new Virtual Reality (VR) interaction methods. Numerous challenges have been involved over the years, and one of the most interesting is locomotion in virtual environments. In particular, Real Walking (RW) is one of the most effective Virtual Locomotion Techniques (VLT). It causes only reduced cybersickness, but it also requires proportional real walkable space to the virtual one, often requiring wide areas. In this context, optimization techniques have been proposed in the literature, e.g., reorientation or relocation. In this work, a novel method for improving reorientation in a virtual environment, exploiting a dynamic Rotation Gain Multiplication Factor (RGMF) based on the competence of the user in VR systems usage is proposed. The results highlight the effectiveness of the system and show the specific target of users that mainly appreciated it.
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Avola et al. (2023) studied this question.
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