Walking-in-place techniques for locomotion in virtual environments typically have two problems that impact their usability: system latency (particularly troublesome when starting and stopping locomotion), and the fact that the change in the user's viewpoint may not be smooth and continuous. This paper describes a new WIP interface that improves both latency and the continuity of synthesized locomotion in the virtual environment. By basing the virtual avatar motion on the speed of the user's heel motion while walking in place, we create a direct mapping from foot-motion to locomotion that is responsive, intuitive, and easy to implement. In this paper, we describe the technique, analyze its starting and stopping latency, and provide experimental results on the suppression of false steps and general usability of the system.
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INTRODUCTIONThe quality of a virtual-environment (VE) locomotion interface has a significant impact on the level of presence a user feels in a virtual environment [1,2] and the interface affects the way a user moves [3]. Although head-tracked real walking in VEs consistently evokes user behavior most like walking in the real world, locomotion by really walking is impractical in large-scale VEs, because the tracked space must be as large as the virtual space. Scaling high-precision tracking systems to arbitrarily-large sizes is expensive; wide-area tracking systems do not provide sufficient precision for a first-person display [4]. Because of these problems, the many VEs that require locomotion in large virtual scenes employ interfaces through which users can move their avatar (and viewpoint) to anywhere in the scene while remaining essentially stationary in the real world.Although various stationary-user locomotion interfaces have been proposed, previous research demonstrated that walking-inplace (WIP) is more presence-inducing than pointing interfaces [1,2]. 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. _____________________ * e-mails: {feasel, whitton, jwendt}@cs.unc.edu In some systems viewpoint-movement is implemented as one or a series of discrete increments triggered by the detection of a step. This can lead to motion that feels jerky. A more natural motionsynthesis method is to distribute the locomotion over several frames, making sure that the change is smooth and the oscillations during sustained walking are not too great.Our system -called the Low-Latency, Continuous-Motion Walking-in-Place (LLCM-WIP) System -has four design goals. The following are the goals and how ...