Walking walking-in-place flying, in virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
EGVE '02 Proceedings of the workshop on Virtual environments 2002
Virtual Locomotion System for Large-Scale Virtual Environment
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
Motion compression for telepresent walking in large target environments
Presence: Teleoperators and Virtual Environments - Special section: Advances in interactive multimodal telepresent systems
IEEE Computer Graphics and Applications
The Hand is Slower than the Eye: A Quantitative Exploration of Visual Dominance over Proprioception
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Updating orientation in large virtual environments using scaled translational gain
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
ACM SIGGRAPH 2006 Emerging technologies
Exploring large virtual environments with an HMD when physical space is limited
Proceedings of the 4th symposium on Applied perception in graphics and visualization
Sensitivity to scene motion for phases of head yaws
Proceedings of the 5th symposium on Applied perception in graphics and visualization
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Today's computer games provide a realistic visual output combined with a convincing sound sensation. However, another important perception channel, the proprioceptive sensation, is insufficiently addressed. In particular the perception of spatial distances, which is typically supported by a real walking experience, is not yet integrated into existing games. However, walking is sensed by our limbs both in a proprioceptive way (joints, muscles etc.) and through skin surface sensors. This article describes an approach that could lead to a new quality of future computer games by integrating spatial awareness through the sensation of real walking.