Definitions
Locomotion in a virtual reality video game is the travel in virtual world in order to move to a desired location.
Introduction
Most of the virtual reality (VR) systems, including virtual reality video games, often require harmoniously designed components such as audio and visual elements, task design, virtual worlds, as well as interaction and locomotion techniques. Locomotion is among the most important and very commonly used tasks in 3D virtual reality games (Bowman et al. 2004). Small position and rotation changes of the virtual viewpoint can be performed by head movements in immersive virtual reality systems that have head tracking capabilities. Such systems often use head-mounted displays to present the virtual world to the player. However, if the game requires a larger amount of travel than the real-world area, then a different locomotion technique needs to be used.
Recently in the late...
References
Barrera, S., Takahashi, H., Nakajima, M.: Hands-free navigation methods for moving through a virtual landscape walking interface virtual reality input devices. In: Proceedings of Computer Graphics International, pp. 388–394. (2004)
Bowman, D.A., Kruijff, E., LaViola, J.J., Poupyrev, I.: 3D User Interfaces: Theory and Practice. Addison-Wesley, Boston (2004)
Bozgeyikli, E., Raij, A., Katkoori, S., Dubey, R.: Locomotion in virtual reality for individuals with autism spectrum disorder. In: Proceedings of the 2016 Symposium on Spatial User Interaction, pp. 33–42. ACM (2016)
Brooks Jr, F.P.: Walkthrough – a dynamic graphics system for simulating virtual buildings. In: Proceedings of the 1986 Workshop on Interactive 3D Graphics, pp. 9–21. ACM (1987)
Bruder, G., Steinicke, F., Hinrichs, K.H.: Arch-explore: a natural user interface for immersive architectural walkthroughs. In: IEEE Symposium on 3D User Interfaces 3DUI 2009, pp. 75–82. (2009)
Cirio, G., Marchal, M., Regia-Corte, T., Lecuyer, A.: The magic barrier tape: a novel metaphor for infinite navigation in virtual worlds with a restricted walking workspace. In: Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology, pp. 155–162. ACM (2009)
Darken, R.P., Sibert, J.L.: Navigating large virtual spaces. Int. J. Hum. Comput. Interact. 8, 49–71 (1996)
Darken, R.P., Cockayne, W.R., Carmein D.: The omni-directional treadmill: a locomotion device for virtual worlds. In: Proceedings of the 10th Annual ACM Symposium on User Interface Software and Technology, pp. 213–221. ACM (1997)
De Luca, A., et al.: Motion control of the CyberCarpet Platform. IEEE Trans. Control Syst. Technol. 21, 410–427 (2013)
Feasel, J., Whitton, M.C., Wendt, J.D.: LLCM-WIP: low-latency, continuous-motion walking-in-place. In: IEEE Symposium on 3D User Interfaces 3DUI 2008, pp. 97–104. (2008)
Freitag, S., Rausch, D., Kuhlen, T.: Reorientation in virtual environments using interactive portals. In: IEEE Symposium on 3D User Interfaces 3DUI 2014, pp. 119–122. (2014)
Guy, E., Punpongsanon, P., Iwai, D., Sato, K., Boubekeur, T.: LazyNav: 3D ground navigation with non-critical body parts. In: IEEE Symposium on 3D User Interfaces 3DUI 2015, pp. 43–50. (2015)
Harris, A., Nguyen, K., Wilson, P.T., Jackoski, M., Williams, B.: Human joystick: Wii-leaning to translate in large virtual environments. In: Proceedings of the 13th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry, pp. 231–234. ACM (2014)
Insook, C., Ricci, C.: Foot-mounted gesture detection and its application in virtual environments. In: IEEE International Conference on Systems, Man, and Cybernetics. Computational Cybernetics and Simulation, vol. 4245, pp. 4248–4253. (1997)
Iwata, H.: The Torus Treadmill: realizing locomotion in VEs. IEEE Comput. Graph. Appl. 19, 30–35 (1999a)
Iwata, H.: Walking about virtual environments on an infinite floor. In: Proceedings of IEEE Virtual Reality, pp. 286–293. (1999b)
Iwata, H., Yano, H., Fukushima, H., Noma, H.: CirculaFloor [locomotion interface]. IEEE Comput. Graph. Appl. 25, 64–67 (2005)
Iwata, H., Yano, H., Tomioka, H.: Powered shoes. In: ACM SIGGRAPH 2006 Emerging Technologies, p. 28. ACM (2006)
Jiung-Yao, H.: An omnidirectional stroll-based virtual reality interface and its application on overhead crane training. IEEE Trans. Multimedia. 5, 39–51 (2003)
Kim, J., Gracanin, D., Quek, F.: Sensor-fusion walking-in-place interaction technique using mobile devices. In: IEEE Virtual Reality Short Papers and Posters (VRW), pp 39–42. IEEE (2012)
Kohli, L., Burns, E., Miller, D., Fuchs, H.: Combining passive haptics with redirected walking. In: Proceedings of the 2005 International Conference on Augmented Tele-Existence, pp. 253–254. ACM (2005)
Marsh, W., Kelly, J., Dark, V., Oliver, J.: Cognitive demands of semi-natural virtual locomotion. Presence. 22, 216–234 (2013)
Matthies, D.J.C. et al.: ShoeSoleSense: proof of concept for a wearable foot interface for virtual and real environments. In: Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology, pp. 93–96. ACM (2013)
Nabiyouni, M., Saktheeswaran, A., Bowman, D.A., Karanth, A.: Comparing the performance of natural, semi-natural, and non-natural locomotion techniques in virtual reality. In: IEEE Symposium on 3D User Interfaces 3DUI 2015, pp. 3–10. IEEE (2015)
Nilsson, N.C., Serafin, S., Laursen, M.H., Pedersen, K.S., Sikstrom, E., Nordahl, R.: Tapping-In-Place: increasing the naturalness of immersive walking-in-place locomotion through novel gestural input. In: IEEE Symposium on 3D User Interfaces 3DUI 2013, pp. 31–38. IEEE (2013a)
Nilsson, N.C., Serafin, S., Nordahl, R.: The Perceived naturalness of virtual locomotion methods devoid of explicit leg movements. In: Proceedings of Motion on Games, pp. 155–164. ACM (2013b)
Nilsson, N.C., Serafin, S., Nordahl, R.: Establishing the range of perceptually natural visual walking speeds for virtual walking-in-place locomotion. IEEE Trans. Vis. Comput. Graph. 20, 569–578 (2014)
Peck, T.C., Fuchs, H., Whitton, M.C.: Improved redirection with distractors: a large-scale-real-walking locomotion interface and its effect on navigation in virtual environments. In: Proceedings of 2010 I.E. Virtual Reality Conference (VR), pp. 35–38. IEEE (2010)
Peck, T.C., Fuchs, H., Whitton, M.C.: An evaluation of navigational ability comparing redirected free exploration with distractors to walking-in-place and joystick locomotion interfaces. In: Proceedings of 2012 I.E. Virtual Reality Conference (VR), pp. 55–62. IEEE (2011)
Peck, T.C., Fuchs, H., Whitton, M.C.: The design and evaluation of a large-scale real-walking locomotion interface. IEEE Trans. Vis. Comput. Graph. 18, 1053–1067 (2012)
Razzaque, S., Kohn, Z., Whitton, M.C.: Redirected Walking. University of North Carolina at Chapel Hill (2001)
Riecke, B.E., Bodenheimer, B., McNamara, T.P., Williams, B., Peng, P., Feuereissen, D.: Do we need to walk for effective virtual reality navigation? Physical rotations alone may suffice. In: Proceedings of the Spatial Cognition International Conference, pp. 234–247. (2010)
Robinett, W., Holloway, R.: Implementation of flying, scaling and grabbing in virtual worlds. In: Proceedings of the 1992 Symposium on Interactive 3D Graphics, pp. 189–192. (1992)
Ruddle, R.A., Lessels, S.: For efficient navigational search, humans require full physical movement, but not a rich visual scene. Psychol. Sci. 17, 460–465 (2006)
Ruddle, R.A., Volkova, E., Bulthoff, H.H.: Walking improves your cognitive map in environments that are large-scale and large in extent. ACM Trans. Comput. Hum. Interact. 18, 1–20 (2011)
Schwaiger, M., Thummel, T., Ulbrich, H.: Cyberwalk: an advanced prototype of a belt array platform. In: Proceedings of IEEE International Workshop on Haptic, Audio and Visual Environments and Games, pp. 50–55. (2007)
Slater, M., Steed, A., Usoh, M.: The virtual treadmill: a naturalistic metaphor for navigation in immersive virtual environments. In: Proceedings of Eurographics Workshops on Virtual Environments ′95, pp. 135–148. (1995a)
Slater, M., Usoh, M., Steed, A.: Taking steps: the influence of a walking technique on presence in virtual reality. ACM Trans. Comput. Hum. Interact. 2, 201–219 (1995b)
Souman, J.L., et al.: CyberWalk: enabling unconstrained omnidirectional walking through virtual environments. ACM Trans. Appl. Percept. 8, 1–22 (2008)
Steinicke, F., Bruder, G., Jerald, J., Frenz, H., Lappe, M.: Analyses of human sensitivity to redirected walking. In: Proceedings of the 2008 ACM Symposium on Virtual Reality Software and Technology, pp. 149–156. (2008)
Steinicke, F., Bruder, G., Hinrichs, K., Jerald, J., Frenz, H., Lappe, M.: Real walking through virtual environments by redirection techniques. J. Virtual Real. Broadcast. 6(2) (2009)
Steinicke, F., Bruder, G., Jerald, J., Frenz, H., Lappe, M.: Estimation of detection thresholds for redirected walking techniques. IEEE Trans. Vis. Comput. Graph. 16, 17–27 (2010)
Suma, E.A., Clark, S., Krum, D., Finkelstein, S., Bolas, M., Warte, Z.: Leveraging change blindness for redirection in virtual environments. In: Proceedings of 2011 I.E. Virtual Reality Conference (VR), pp. 159–166. IEEE (2011)
Suma, E.A., Lipps, Z., Finkelstein, S., Krum, D.M., Bolas, M.: Impossible spaces: maximizing natural walking in virtual environments with self-overlapping architecture. IEEE Trans. Vis. Comput. Graph. 18, 555–564 (2012)
Suryajaya, M., Lambert, T., Fowler, C.: Camera-based OBDP locomotion system. In: Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology, pp. 31–34. (2009)
Templeman, J., Denbrook, P., Sibert, L.: Virtual locomotion: walking in place through virtual environments. Presence. 8, 598–617 (1999)
Terziman, L., Marchal, M., Emily, M., Multon, F., Arnaldi, B., Lécuyer, A.: Shake-your-head: revisiting walking-in-place for desktop virtual reality. In: Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology, pp. 27–34. (2010)
Usoh, M., Arthur, K., Whitton, M.C., Bastos, R., Steed, A., Slater, M., Frederick, P., Brooks, J.: Walking > walking-in-place > flying, in virtual environments. In: Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques, pp. 359–364. (1999)
Valkov, D., Steinicke, F., Bruder, G., Hinrichs, K.: A multi-touch enabled human-transporter metaphor for virtual 3D traveling. In: Proceedings of 2010 I.E. Symposium on 3D User Interfaces (3DUI), pp. 79–82. (2010)
Vasylevska, K., Kaufmann, H., Bolas, M., Suma, E.A.: Flexible spaces: dynamic layout generation for infinite walking in virtual environments. In: Proceedings of 2013 I.E. Symposium on 3D User Interfaces (3DUI), pp. 39–42. (2013)
Ware, C., Osborne, S.: Exploration and virtual camera control in virtual three dimensional environments. Proc. SIGGRAPH. Comput. Graph. 24, 175–183 (1990)
Wendt J.D, Whitton M.C, Brooks F.P.: GUD WIP: gait-understanding-driven walking-in-place. In: Proceedings of 2010 I.E. Virtual Reality Conference (VR), pp. 51–58. (2010)
Whitton, M.C., Peck, T.C.: Stepping-Driven Locomotion Interfaces. Human Walking in Virtual Environments: Perception, Technology, and Applications, pp. 241–262. Springer, New York (2013)
Whitton M.C et al.: Comparing VE locomotion interfaces. In: Proceedings of IEEE Virtual Reality (VR), pp. 123–130. IEEE (2005)
Williams, B., Narasimham, G., Rump, B., McNamara, T.P., Carr, T.H., Rieser, J., Bodenheimer, B.: Exploring large virtual environments with an HMD when physical space is limited. In: Proceedings of the 4th Symposium on Applied Perception in Graphics and Visualization, pp. 41–48. (2007)
Williams, B., Bailey, S., Narasimham, G., Li, M., Bodenheimer, B.: Evaluation of walking in place on a Wii balance board to explore a virtual environment. ACM Trans. Appl. Percept. 8, 1–14 (2011)
Zhixin, Y., Lindeman, R.W.: A multi-touch finger gesture based low-fatigue VR travel framework. In: Proceedings of 2015 I.E. Symposium on 3D User Interfaces (3DUI), pp. 193–194. (2015)
Zielinski, D.J., McMahan, R.P., Brady, R.B.: Shadow walking: an unencumbered locomotion technique for systems with under-floor projection. In: Proceedings of 2011 I.E. Virtual Reality Conference (VR), pp. 167–170. IEEE (2011)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 Springer International Publishing AG, part of Springer Nature
About this entry
Cite this entry
Bozgeyikli, E. (2018). Locomotion in Virtual Reality Video Games. In: Lee, N. (eds) Encyclopedia of Computer Graphics and Games. Springer, Cham. https://doi.org/10.1007/978-3-319-08234-9_186-1
Download citation
DOI: https://doi.org/10.1007/978-3-319-08234-9_186-1
Received:
Accepted:
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-08234-9
Online ISBN: 978-3-319-08234-9
eBook Packages: Living Reference Computer SciencesReference Module Computer Science and Engineering