Abstract
Transferring a user’s head movements from a restricted physical workspace
to a VE is an essential component of any immersive VR environment. This chapter
describes the pipeline of transformations from tracking coordinates to VE coordinates.
The chapter starts with an introduction to tracking volumes, coordinate
systems and transformations required to set up a physical workspace. 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). Nonisometric
mapping is introduced with user-centric coordinates that allow scaling linear and
angular movements (e. g., seven league boots), and provides a basis for advanced
redirection techniques. The chapter concludes with a discussion of simultaneous
awareness of physical and virtual walking space in real walking implementations.
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