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
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
3D User Interfaces: Theory and Practice
3D User Interfaces: Theory and Practice
Comparing VE Locomotion Interfaces
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
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
Shake-your-head: revisiting walking-in-place for desktop virtual reality
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
GUD WIP: Gait-Understanding-Driven Walking-In-Place
VR '10 Proceedings of the 2010 IEEE Virtual Reality Conference
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In this paper we analyze and compare the trajectories made in a Virtual Environment with two different navigation techniques. The first is a standard joystick technique and the second is the Walking-In-Place (WIP) technique. We propose a spatial and temporal analysis of the trajectories produced with both techniques during a virtual slalom task. We found that trajectories and users' behaviors are very different accross the two conditions. Our results notably show that with the WIP technique the users turned more often and navigated more sequentially, i.e. waited to cross obstacles before changing their direction. However, the users were also able to modulate their speed more precisely with the WIP. These results could be used to optimize the design and future implementations of WIP techniques. Our analysis could also become the basis of a future framework to compare other navigation techniques.