Animation of dynamic legged locomotion
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
The omni-directional treadmill: a locomotion device for virtual worlds
Proceedings of the 10th annual ACM symposium on User interface software and technology
Walking walking-in-place flying, in virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Walkthrough—a dynamic graphics system for simulating virtual buildings
I3D '86 Proceedings of the 1986 workshop on Interactive 3D graphics
A Flexible New Technique for Camera Calibration
IEEE Transactions on Pattern Analysis and Machine Intelligence
The Torus Treadmill: Realizing Locomotion in VEs
IEEE Computer Graphics and Applications
Mean Shift, Mode Seeking, and Clustering
IEEE Transactions on Pattern Analysis and Machine Intelligence
Gait Master: A Versatile Locomotion Interface for Uneven Virtual Terrain
VR '01 Proceedings of the Virtual Reality 2001 Conference (VR'01)
VIRTUAL PERAMBULATOR: A Novel Interface Device for Locomotion in Virtual Environment
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Real Time Face and Object Tracking as a Component of a Perceptual User Interface
WACV '98 Proceedings of the 4th IEEE Workshop on Applications of Computer Vision (WACV'98)
Walking-pad: a step-in-place locomotion interface for virtual environments
Proceedings of the 6th international conference on Multimodal interfaces
IEEE Computer Graphics and Applications
IEEE Transactions on Visualization and Computer Graphics
ACM SIGGRAPH 2006 Emerging technologies
ACM SIGGRAPH 2007 emerging technologies
IEEE Transactions on Multimedia
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In virtual reality, locomotion is a key factor in making a simulation immersive. Actually walking is the most intuitive way for people to move about, providing a better sense of presence than walking-in-place or flying [Usoh et al. 1999]. We have built a locomotion system with a ball-bearing platform that allows the user to walk in a natural fashion in any direction. The user's leg motion is tracked with two cameras and turned into locomotion in the simulation. We also track upper body motion and use this to animate the user's avatar. Our approach is less expensive than systems that involve complex mechanical arrangements, such as an omnidirectional treadmill [Darken et al. 1997], and more immersive than simple switch mechanisms such as the Walking-Pad [Bouguila et al. 2004]. Our system delivers real-time performance on mid-tier hardware computer and webcams.