The omni-directional treadmill: a locomotion device for virtual worlds
Proceedings of the 10th annual ACM symposium on User interface software and technology
Foot interface: fantastic phantom slipper
ACM SIGGRAPH 98 Conference abstracts and applications
Walking walking-in-place flying, in virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A Proportional Control Strategy for Realistic Turning on Linear Treadmills
HAPTICS '02 Proceedings of the 10th Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems
Walking About Virtual Environments on an Infinite Floor
VR '99 Proceedings of the IEEE Virtual Reality
Pseudo-Haptic Feedback: Can Isometric Input Devices Simulate Force Feedback?
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
Gait Master: A Versatile Locomotion Interface for Uneven Virtual Terrain
VR '01 Proceedings of the Virtual Reality 2001 Conference (VR'01)
Virtual Locomotion System for Large-Scale Virtual Environment
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
Z-Tiles: building blocks for modular, pressure-sensing floorspaces
CHI '04 Extended Abstracts on Human Factors in Computing Systems
3D User Interfaces: Theory and Practice
3D User Interfaces: Theory and Practice
IEEE Computer Graphics and Applications
FootIO " Design and Evaluation of a Device to Enable Foot Interaction over a Computer Network
WHC '05 Proceedings of the First Joint Eurohaptics Conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems
Comparing VE Locomotion Interfaces
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
The magic carpet: physical sensing for immersive environments
CHI EA '97 CHI '97 Extended Abstracts on Human Factors in Computing Systems
Camera Motions Improve the Sensation of Walking in Virtual Environments
VR '06 Proceedings of the IEEE conference on Virtual Reality
ACM SIGGRAPH 2006 Emerging technologies
A tactile luminous floor for an interactive autonomous space
Robotics and Autonomous Systems
Inertial-Force Feedback for the Treadport Locomotion Interface
Presence: Teleoperators and Virtual Environments
A Vibrotactile Device for Display of Virtual Ground Materials in Walking
EuroHaptics '08 Proceedings of the 6th international conference on Haptics: Perception, Devices and Scenarios
Evaluation of Reorientation Techniques and Distractors for Walking in Large Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
LLCM-WIP: Low-Latency, Continuous-Motion Walking-in-Place
3DUI '08 Proceedings of the 2008 IEEE Symposium on 3D User Interfaces
Can Camera Motions Improve the Perception of Traveled Distance in Virtual Environments?
VR '09 Proceedings of the 2009 IEEE Virtual Reality Conference
Making virtual walking real: Perceptual evaluation of a new treadmill control algorithm
ACM Transactions on Applied Perception (TAP)
Estimation of Detection Thresholds for Redirected Walking Techniques
IEEE Transactions on Visualization and Computer Graphics
Cyberwalk: implementation of a ball bearing platform for humans
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: interaction platforms and techniques
Conflicting audio-haptic feedback in physically based simulation of walking sounds
HAID'10 Proceedings of the 5th international conference on Haptic and audio interaction design
Influence of auditory and visual feedback for perceiving walking over bumps and holes in desktop VR
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Preliminary experiment combining virtual reality haptic shoes and audio synthesis
EuroHaptics'10 Proceedings of the 2010 international conference on Haptics - generating and perceiving tangible sensations: Part II
Walking improves your cognitive map in environments that are large-scale and large in extent
ACM Transactions on Computer-Human Interaction (TOCHI)
3DUI '10 Proceedings of the 2010 IEEE Symposium on 3D User Interfaces
Contact sensing and interaction techniques for a distributed, multimodal floor display
3DUI '10 Proceedings of the 2010 IEEE Symposium on 3D User Interfaces
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception in Graphics and Visualization
Can you stand on virtual grounds? A study on postural affordances in virtual reality
VR '10 Proceedings of the 2010 IEEE Virtual Reality Conference
Velocity-dependent dynamic curvature gain for redirected walking
VR '11 Proceedings of the 2011 IEEE Virtual Reality Conference
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In recent years many advances have enabled users to naturally navigate large-scale graphical worlds. The entertainment industry is increasingly providing visual and body-based cues to users to increase the natural feel of their navigational experience. So far, however, none of the existing solutions fully support the most natural locomotion through virtual worlds. Techniques and technologies which have the advantage of insights into human perceptual sensitivity thus have to be considered. In this context, by far the most natural way to move through the real world is via a full body experience where we receive sensory stimulation to all of our senses, i.e. when walking, running, biking or driving. With some exciting technological advances, people are now beginning to get this same full body sensory experience when navigating computer-generated, three-dimensional environments. Enabling an active and dynamic ability to navigate large-scale virtual scenes is of great interest for many 3D applications demanding locomotion, such as video games, edutainment, simulation, rehabilitation, military, tourism or architecture. Today it is still mostly impossible to freely move through computer generated environments in exactly the same way as the real world. Unnatural and artificial approaches are instead applied, providing only the visual sensation of self-motion. Computer graphics environments were initially restricted to visual displays combined with interaction devices - for example the joystick or mouse - providing often unnatural inputs to generate self-motion. Today, more and more interaction devices like Nintendo Wii, Microsoft Kinect or Sony EyeToy enable intuitive and natural interaction. In this context many research groups are investigating natural, multimodal methods of generating self-motion in virtual worlds based on such consumer hardware.