Analyses of human sensitivity to redirected walking
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
The whys, how tos, and pitfalls of user studies
ACM SIGGRAPH 2009 Courses
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Presence: Teleoperators and Virtual Environments
Shake-your-head: revisiting walking-in-place for desktop virtual reality
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Walking improves your cognitive map in environments that are large-scale and large in extent
ACM Transactions on Computer-Human Interaction (TOCHI)
Evaluation of walking in place on a Wii balance board to explore a virtual environment
ACM Transactions on Applied Perception (TAP)
Perceptually inspired methods for naturally navigating virtual worlds
SIGGRAPH Asia 2011 Courses
Exploring a virtual environment by walking in place using the Microsoft Kinect
Proceedings of the ACM Symposium on Applied Perception
Reorientation during body turns
JVRC'09 Proceedings of the 15th Joint virtual reality Eurographics conference on Virtual Environments
EGVE - JVRC'11 Proceedings of the 17th Eurographics conference on Virtual Environments & Third Joint Virtual Reality
Learning to walk in virtual reality
ACM Transactions on Applied Perception (TAP)
Torso versus gaze direction to navigate a VE by walking in place
Proceedings of the ACM Symposium on Applied Perception
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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.