Biomedical Engineering Reference
In-Depth Information
Chapter 10
Implementing Walking in Virtual Environments
Gerd Bruder and Frank Steinicke
Abstract In the previous chapter, locomotion devices have been described, which
prevent displacements in the real world while a user is walking. In this chapter we
explain different strategies, which allow users to actually move through the real-
world, while these physical displacements are mapped to motions of the camera in
the virtual environment (VE) in order to support unlimited omnidirectional walking.
Transferring a user's head movements from a physical workspace to a virtual scene
is an essential component of any immersive VE. This chapter describes the pipeline
of transformations from tracked real-world coordinates to coordinates of the VE.
The chapter starts with an overview of different approaches for virtual walking, and
gives an introduction to tracking volumes, coordinate systems and transformations
required to set up a workspace for implementing virtual walking. The chapter con-
tinues with the traditional isometric mapping found in most immersive VEs, with
special emphasis on combining walking in a restricted interaction volume via refer-
ence coordinates with virtual traveling metaphors (e.g., flying ). Advanced mappings
are then introduced with user-centric coordinates, which provide a basis to guide
users on different paths in the physical workspace than what they experience in the
virtual world.
10.1 Introduction
Using sophisticated hard- and software technology, immersive virtual environments
(VEs) provide users with a multisensory medium for exploring and interacting
with computer-generated three-dimensional environments. In particular, ego-centric
G. Bruder
F. Steinicke
Department of Human-Computer-Media, University of Würzburg, Campus Nord,
Oswald-Külpe-Weg 82, D-97074 Würzburg, Germany
e-mail: gerd.bruder@uni-wuerzburg.de
F. Steinicke
e-mail: frank.steinicke@uni-wuerzburg.de
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