
1.2 Path Decisions Influenced by Visual
Differences
(Abu-Safieh, 2011) examined the effect of visual dif-
ferences, such as brightness and color, on decision-
making in a maze. Two different mazes were de-
signed for this purpose. One focused on brightness
differences between corridors, and the other on color
differences. The results indicated that there was a
high preference for brighter corridors, i.e., corridors
with windows, and cold-colored corridors (e.g., blue,
green, or white). (Vilar et al., 2013) explore the
impacts that width and brightness have on path de-
cisions. Four different experiments were designed.
All comprised T-junctions and F-junctions with var-
ious manipulations applied to them. Similar to (Abu-
Safieh, 2011), they utilized brightness modifications
as well. However, contrary to (Abu-Safieh, 2011), in-
stead of experimenting with colors, they researched
the influence of the width of a corridor. The re-
sults yielded a preference for wider corridors, with
ca. 70% of the choices being the wider corridor. Also,
the results showed a preference for brighter corridors,
with approximately 84% of the outputs for that ex-
periment preferring the brighter corridor. However,
when it came to choosing between brighter or wider,
brightness ended up having a stronger influence on
the users’ choices. The narrower but brighter corridor
was preferred over the wide but darker one. Addi-
tionally, when combining the properties, even higher
percentages of 87% were reached.
1.3 Redirected Walking
In our experiment, the user’s starting position is next
to the side wall. To seamlessly steer them away from
it, we use the Redirected Walking (RDW) technique,
as initially introduced by (Razzaque, 2005). Redi-
rected walking with gains involves subtly manipulat-
ing a user’s movements in VR by applying rotation,
translation, or curvature gains. When being applied
below a perception threshold (Lutfallah et al., 2024),
(Steinicke et al., 2010), these gains alter a user’s vi-
sually perceived direction, speed, and curvature with
regard to the real walking trajectory, enabling them to
navigate a larger VE within a limited physical space.
This creates a seamless and immersive experience by
preventing collisions with real-world boundaries.
While some research exists on the influence of
VEs on a human’s decision-making process for path
selection, no research exists on the influence of the
real environment, which the user sees before putting
on the headset, on their decisions regarding path se-
lection in the VE. Thus, our research findings will
sensitize future research on redirection by addressing
unwanted biases stemming from the real environment.
This paper first describes the methodology of our ex-
periments, followed by a description of the user study.
We then discuss the results and give an outlook on fu-
ture work.
2 METHODOLOGY
The goal of this work was to investigate the influence
of the perceived starting position in the physical space
on user decisions when making decisions in a virtual
maze. To achieve this, we developed a VE with a T-
shaped corridor where the user traverses it using nat-
ural walking and must make a turn at the junction.
We developed the environment using Unity version
2022.3.16f1 with the OpenXR library. The VE was
streamed from a PC to the Pico 4 Enterprise via WiFi.
The available tracking space was 7m × 10m, in which
users always starting next to a physical wall (see Fig-
ure 1.
The layout of the implemented corridor can be
seen in Figure 2. We used a monochromatic texture to
eliminate any potential influences stemming from the
VE. The side passageways were identical and dimly
lit, so the user could not see the end. For the experi-
ments, one side of the corridor led to a physical wall
(critical turn (CT) in Figure 2) since the user starts
next to the environment boundaries. To allow the user
to walk a certain distance if that CT corridor is cho-
sen, we used curvature gains, which represent the in-
jection of rotation while the user perceives to walk
straight, subtly directing them away from the physi-
cal wall. The employed curvature gain was restricted
to a radius of 16 meters, which is more conservative
than the thresholds described (Steinicke et al., 2010).
Using such a wide radius also avoids triggering the
SAP behavior in humans, as described by (Rothacher
et al., 2020).
Since the awareness of the physical boundaries
and thus their effect on decision making in VR might
decay over time and walked distance in VR, the ef-
fects of different corridor lengths were studied in this
work. The lengths used were 7, 5, and 3 meters, and
the same experiment was conducted on both the left
and right sides of the room. Figure 3 shows the user
path along the corridor when curvature gains are ap-
plied. This resulted in total in 6 conditions for the user
study, and in 5 games between them.
Impact of Starting Position on Decision-Making in Virtual Reality
605