To turn or not to turn?

One of the often unconsidered aspect of VR game development is how a user can interact if they have limited neck mobility due to illness, injury or disability. Whilst Meta have addressed this in part through their guardian system and the ability to define whether you are standing or sitting this still requires movement. An alternative method is through the use of the hand controllers to reorient your central point of vision. However this approach has implications in terms of the speed of movement / transition and potential motion sickness. This IEEE publication explores a way to address this: Reorient the Gazed Scene Towards the Center: Novel Virtual Turning Using Head and Gaze Motions and Blink.