Inproceedings,

Implementing Virtual Walking

, and .
Human Walking in Virtual Environments, Springer, (2012)

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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