1999
DOI: 10.1162/105474699566512
|View full text |Cite
|
Sign up to set email alerts
|

Virtual Locomotion: Walking in Place through Virtual Environments

Abstract: This paper presents both an analysis of requirements for user control over simulated locomotion and a new control technique designed to meet these requirements. The goal is to allow the user to move through virtual environments in as similar a manner as possible to walking through the real world. We approach this problem by examining the interrelationships between motion control and the other actions people use to act, sense, and react to their environment. If the interactions between control actions and senso… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

0
108
0
1

Year Published

2008
2008
2013
2013

Publication Types

Select...
6
1

Relationship

0
7

Authors

Journals

citations
Cited by 231 publications
(112 citation statements)
references
References 8 publications
0
108
0
1
Order By: Relevance
“…The Gaiter system [5] for military simulators is dependent on leg movement, and WIP is treated as a gesture that indicates that the user intends to take a virtual step. Gaiter uses the direction and the extent of knee movement to compute an implicit horizontal displacement of a body in the VE.…”
Section: Related Workmentioning
confidence: 99%
See 2 more Smart Citations
“…The Gaiter system [5] for military simulators is dependent on leg movement, and WIP is treated as a gesture that indicates that the user intends to take a virtual step. Gaiter uses the direction and the extent of knee movement to compute an implicit horizontal displacement of a body in the VE.…”
Section: Related Workmentioning
confidence: 99%
“…Different technologies have been used to detect steps in place: magnetic trackers [2,4,5], force sensors placed on shoe insoles [5], optical camera trackers [8], Wiimote Nintendo TM accelerometers [14] and Wii Balance Boards [13]. Several different body segment motions are tracked to generate virtual output, including the head [4], knees [5,10] and shins [2,8]. These evolutions in user input have enabled the improvement of footstep latency times (starting and stopping travel) [2,10] and have assured the continuity and smoothness of the movement between and within steps [2,8].…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…One of WIP's greatest strengths is its similarity to real walking: The user controls their motion by moving their legs. From experience with our own WIP systems and others described in the in the literature [4,5,6, 7], we have identified two problems that impact WIP usability: system latency (particularly troublesome when starting and stopping movement), and the fact that the change in the user's viewpoint may not be smooth and continuous. Latency in visual feedback decreases the user's ability to precisely control their speed and stopping-position.…”
mentioning
confidence: 99%
“…Omnidirectional treadmills, unicycles, large hamster-ball contraptions, and techniques for walking in place have been tried [4,14,2,1,12,7]. However, true physical locomotion, like walking and running, is a compelling feature in training environments because there is a direct correspondence to the locomotion and physical coordination required in real world tasks.…”
Section: Previous Workmentioning
confidence: 99%