Abstract of: Locomotion in immersive virtual environments

Abstract:

Changing the viewpoint is one of the basic interaction tasks in virtual environments (VEs). In traditional desktop setups the viewpoint is moved gradually by mouse, keyboard or joystick input. Using the same technique in immersive setups, where nearly the complete field of view is stimulated by the VE, is likely to cause motion sickness on users because of a conflict between their visual and vestibular senses. Ideally the user would physically walk around in the VE but this is limited to the tracking space of the setup. So in this paper I survey virtual locomotion techniques for immersive VEs proposed in the literature. Since there is a large variety of immersive VE setups I narrow the scope down to locomotion techniques for setups using only an Head Mounted Display and motion controllers since these have recently become broadly available consumer hardware. To compare the different techniques, I classify the locomotion techniques into a taxonomy and point out quality criteria. In the end I conclude with a recommendation of locomotion techniques for exemplary applications.

3 thoughts on “Abstract of: Locomotion in immersive virtual environments

  1. Sebastian says:

    Hey Manuel,

    I read that the upper topic of your abstract is locomotion in virtual environments. After this as subtopics you want to explain the locomotion techniques in virtual environments. Following you want to focus on HMD and want to compare setups that are available for the masses. I had to google what HMD means and now I know. This abbreviation was unknown for me till this moment. I hope I’m right with the structure of your abstract I read in your text. I would be glad if you give a feedback to me.

    Greetings,
    Sebastian

  2. Manuel says:

    Well, I think you misunderstood my intended structure a bit. Yes, I want to explain different locomotion techniques in VEs but to limit the scope I will only include those that are appropriate for an HMD-motioncontroller-setup. So I will not compare different HMD Hardware but merely give a short general description of these devices. Additionally I won’t just list locomotion techniques but also compare them based on a taxonomy and quality criteria proposed by D. Bowman[1]

    [1] Bowman, Doug A.; Koller, D.; Hodges, L. F.: Travel in immersive virtual environments: an evaluation of viewpoint motion control techniques. In: IEEE 1997 Annual International Symposium on Virtual Reality. Albuquerque, NM, USA, 1-5 March 1997, S. 45–52.

  3. Sebastian says:

    Hey Manuel,

    I was slightly unsure about your structure. Your explanation helps me to understand your approach. Sometimes for an non-expert of computer science like me it is hard to separate a red thread in an abstract, because if I read something new and notice much new information, than everything seems important to me. So I try to understand as much information as possible and don’t get the every important detail. So I thank you for the repetition of your structure. For me the structure looks logical and comprehensible and I also like the fact that you confining your topic aware.

    Greetings

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