Biomedical Engineering Reference
In-Depth Information
Chapter 16
Full Body Locomotion with Video Game
Motion Controllers
Brian Williamson, Chadwick Wingrave and Joseph J. LaViola Jr.
Abstract Sensing technologies of increasing fidelity are dropping in costs to the
point that full body sensing hardware is commonplace in people's homes. This
presents an opportunity for users to interact and move through environments with
their body. Not just walking or running, but jumping, dodging, looking, dancing and
exploring. Three current generation videogame devices, the Nintendo Wii Remote,
Playstation Move and Microsoft Kinect, are discussed in terms of their sensors and
data, in order to explore two questions. First, how do you deal with the data from the
devices including error, uncertainty and volume? Second, how do you use the devices
to create an interface that allows the user to interact as they wish?While these devices
will change in time, understanding the sensing methods and approach to interface
design will act as a basis for further improvements to full body locomotion.
16.1 Introduction
The ability to naturally interact in a virtual environment (VE), as the name implies,
has been a long-standing goal of 3D user interface and virtual reality research for
more than 20 years. In particular, the ability to travel or navigate through a VE
is a critical component of most of these application's interfaces. One of the most
natural travel techniques is full-body interaction (e.g., walking, running, jumping),
as it represents seamless adaption of real-world movements to the virtual world.
( B )
Department of Electrical Engineering and Computer Science, University of Central Florida,
Orlando, FL 32816-2362, USA
e-mail: bwilliam@eecs.ucf.edu
C. Wingrave
e-mail: cwingrav@eecs.ucf.edu
J. J. LaViola
e-mail: jjl@eecs.ucf.edu
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B. Williamson
C. Wingrave
J. J. LaViola
 
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