Exploration and virtual camera control in virtual three dimensional environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Taking steps: the influence of a walking technique on presence in virtual reality
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on virtual reality software and technology
Navigation and locomotion in virtual worlds via flight into hand-held miniatures
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Hands-free multi-scale navigation in virtual environments
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
EGVE '02 Proceedings of the workshop on Virtual environments 2002
3D User Interfaces: Theory and Practice
3D User Interfaces: Theory and Practice
Motion compression for telepresent walking in large target environments
Presence: Teleoperators and Virtual Environments - Special section: Advances in interactive multimodal telepresent systems
WHC '05 Proceedings of the First Joint Eurohaptics Conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems
Exploring large virtual environments with an HMD when physical space is limited
Proceedings of the 4th symposium on Applied perception in graphics and visualization
ACM SIGGRAPH 2007 emerging technologies
RubberEdge: reducing clutching by combining position and rate control with elastic feedback
Proceedings of the 20th annual ACM symposium on User interface software and technology
The benefits of using a walking interface to navigate virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI)
Shake-your-head: revisiting walking-in-place for desktop virtual reality
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Proceedings of the 10th asia pacific conference on Computer human interaction
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In most virtual reality simulations the virtual world is larger than the real walking workspace. The workspace is often bounded by the tracking area or the display devices. This paper describes a novel interaction metaphor called the Magic Barrier Tape, which allows a user to navigate in a potentially infinite virtual scene while confined to a restricted walking workspace. The technique relies on the barrier tape metaphor and its "do not cross" implicit message by surrounding the walking workspace with a virtual barrier tape in the scene. Therefore, the technique informs the user about the boundaries of his walking workspace, providing an environment safe from collisions and tracking problems. It uses a hybrid position/rate control mechanism to enable real walking inside the workspace and rate control navigation to move beyond the boundaries by "pushing" on the virtual barrier tape. It provides an easy, intuitive and safe way of navigating in a virtual scene, without break of immersion. Two experiments were conducted in order to evaluate the Magic Barrier Tape by comparing it to two state-of-the-art navigation techniques. Results showed that the Magic Barrier Tape was faster and more appreciated than the compared techniques, while being more natural and less tiring. Considering it can be used in many different virtual reality systems, it is an interaction metaphor suitable for many different applications, from the entertainment field to training simulations scenarios.