Implementing Walking in Virtual Environments

Human Walking in Virtual Environments: Perception, Technology, and Applications, page 221--240 - 2013
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In the previous chapter, locomotion devices have been described, which prevent displacements in the real world while a user is walking. In this chapter we explain different strategies, which allow users to actually move through the real-world, while these physical displacements are mapped to motions of the camera in the virtual environment (VE) in order to support unlimited omnidirectional walking. Transferring a user's head movements from a physical workspace to a virtual scene is an essential component of any immersive VE. This chapter describes the pipeline of transformations from tracked real-world coordinates to coordinates of the VE. The chapter starts with an overview of different approaches for virtual walking, and gives an introduction to tracking volumes, coordinate systems and transformations required to set up a workspace for implementing virtual walking. The chapter continues with the traditional isometric mapping found in most immersive VEs, with special emphasis on combining walking in a restricted interaction volume via reference coordinates with virtual traveling metaphors (e.g., flying). Advanced mappings are then introduced with user-centric coordinates, which provide a basis to guide users on different paths in the physical workspace than what they experience in the virtual world.

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BibTex references

@InProceedings\{BS13a,
  author       = "Bruder, Gerd and Steinicke, Frank",
  title        = "Implementing Walking in Virtual Environments",
  booktitle    = "Human Walking in Virtual Environments: Perception, Technology, and Applications",
  pages        = "221--240",
  year         = "2013",
  publisher    = "Springer",
  url          = "http://basilic.informatik.uni-hamburg.de/Publications/2013/BS13a"
}

Other publications in the database

» Gerd Bruder
» Frank Steinicke