Physical walking in tracked spaces enables a high degree of kinematic similarity to real-world walking (Whitton et al.,
2005), improves the sense of presence in virtual environments (Usoh et al.,
1999), and facilitates navigation and acquisition of spatial information (Ruddle & Lessels,
2009; Ruddle, Volkova, & Bülthoff,
2011; Suma et al.,
2010; Zanbaka, Lok, Babu, Ulinski, & Hodges,
2005). However, physical walking in large virtual environments requires large, unobstructed physical spaces equipped with a tracking system. Redirected walking techniques attempt to overcome this limitation by using inconspicuous perceptual manipulations to overtly or covertly steer users so they remain within the confines of the available space (Nescher, Huang, & Kunz,
2014; Razzaque, Kohn, & Whitton,
2001; Steinicke et al.,
2009; Zmuda, Wonser, Bachmann, & Hodgson,
2013). It has been demonstrated, for example, that a 35-m × 35-m area is sufficient for redirecting users on a circular trajectory, while they believe they are treading upon virtually endless straight paths (Hodgson & Bachmann,
2013). An alternative approach is to use motion platforms or omnidirectional treadmills (Steinicke, Vissell, Campos, & Lecuyer,
2013), though such techniques are technically complex and can be prohibitively expensive. Both of these approaches require reliable prediction of the user's future path, which, in the general case, remains an open issue. Consequently, natural and unencumbered walking in VR remains a challenge (Steinicke et al.,
2013).