Abstract

In recent years many advances have enabled users to more and more naturally navigate large-scale graphical worlds. The entertainment industry is increasingly providing visual and body-based cues to their users to increase the naturalness of their navigational experience. However, so far none of the existing solutions fully supports the most natural ways of locomotion through virtual worlds, and thus techniques and technologies have to be considered, which take advantage of insights into human perceptual sensitivity. In this context, by far the most natural way to move through the real world is via a full body experience where we receive sensory stimulation to all of our senses, i.e., when walking, running, biking or driving. With some exciting technological advances, people are now beginning to get this same full body sensory experience when navigating computer generated three-dimensional environments. Enabling such an active and dynamic ability to navigate through large-scale virtual scenes is of great interest for many 3D applications demanding locomotion, such as video games, edutainment, simulation, rehabilitation, military, tourism or architecture. Today it is still mostly impossible to freely navigate through computer generated environments in exactly the same way as in the real world and instead rather unnatural and artificial approaches are usually applied, which provide only visual sensation of selfmotion. However, while moving in the real world, sensory information such as vestibular, proprioceptive, as well as visual information create consistent multi-sensory cues that indicate ones own motion, i. e., acceleration, speed and direction of travel. Computer graphics environments were initially restricted to visual displays, combined with interaction devices, e. g. joystick or mouse, for providing (often unnatural) inputs to generate self-motion. Today, more and more interaction devices, e. g., Nintendos Wii, Microsofts Kinect or Sonys EyeToy, enable intuitive and natural interaction. In this context many research groups are investigating natural, multimodal methods of generating self-motion in virtual worlds based on these consumer hardware. An obvious approach is to transfer the users tracked head movements to changes of the camera in the virtual world by means of a one-to-one mapping. Then, one meter movement in the real world is mapped to one meter movement of the virtual camera in the corresponding direction in the virtual environment (VE). This technique has the drawback that the users movements are restricted by a limited range of the tracking sensors, e. g. optical cameras, and usually a rather small workspace in the real world. The size of the virtual world often differs from the size of the tracked space so that a straightforward implementation of omni-directional and unlimited walking is not possible. Thus, creative virtual locomotion methods (i. e. redirected walking, walking in place, chairs as joysticks, visual indications of natural movement) have been used that enable the experience of traveling over large distances in the virtual world while remaining within a relatively small space in the real world. In recent years, two omni-directional treadmills have been built and are used in the research community (University of Louisiana and Max Planck Institute for Biological Cybernetics). These scientists can now explore infinite virtual worlds while choosing to navigate in any direction. Using these treadmills scientists can determine what about the body-based senses are important for different aspects of entertainment, training and learning. In this course we will present an overview about the development of locomotion interfaces for computer generated virtual environments ranging from desktop-based camera manipulations simulating walking, and different walking metaphors for virtual reality (VR)-based environments to state-of-the-art hardware-based solutions that enable omni-directional and unlimited real locomotion through virtual worlds. As the computer graphics industry advances towards increasingly more natural interaction, computer graphics researchers and professionals will benefit from this course by increasing their understanding of human perception and how this knowledge can apply to enabling the most natural interaction technique of all, navigating through the world.

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