This work explores the design of an interaction method in VR based on the cognitive illusion of "inattentional blindness" which is a failure to notice something happening in front of you when you are focused on something else. The aim is to draw a user's attention away from the horizon, to objects and interactions up close or higher up, along with some visibility control techniques. Inattentional blindness along with visibility control techniques were tested through the implementation of a redirected walking scenario in VR, with the goal of creating a disruption free walking experience with presence maintained at all times. A user study (N = 16) showed that the illusion of unconstrained walking in a large virtual area (16 x 8m) is maintained even though users are limited to a smaller (3.5 x 3.5m) physical space.

VMotion: Designing a Seamless Walking Experience in VR. DIS 2018 (To appear).