Virtual Locomotion: A Survey

Virtual reality (VR) has enjoyed significant popularity in recent years. Where navigation has been a fundamental appeal of 3D applications for decades, facilitating this in VR has been quite a challenge. Over the past decades, various virtual locomotion techniques (VLTs) have been developed that aim...

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Bibliographic Details
Published inIEEE transactions on visualization and computer graphics Vol. 26; no. 6; pp. 2315 - 2334
Main Authors Al Zayer, Majed, MacNeilage, Paul, Folmer, Eelke
Format Journal Article
LanguageEnglish
Published United States IEEE 01.06.2020
The Institute of Electrical and Electronics Engineers, Inc. (IEEE)
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ISSN1077-2626
1941-0506
1941-0506
DOI10.1109/TVCG.2018.2887379

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Summary:Virtual reality (VR) has enjoyed significant popularity in recent years. Where navigation has been a fundamental appeal of 3D applications for decades, facilitating this in VR has been quite a challenge. Over the past decades, various virtual locomotion techniques (VLTs) have been developed that aim to offer natural, usable and efficient ways of navigating VR without inducing VR sickness. Several studies of these techniques have been conducted in order to evaluate their performance in various study conditions and virtual contexts. Taxonomies have also been proposed to either place similar techniques in meaningful categories or decompose them to their underlying design components. In this survey, we aim to aggregate and understand the current state of the art of VR locomotion research and discuss the design implications of VLTs in terms of strengths, weaknesses and applicability.
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ISSN:1077-2626
1941-0506
1941-0506
DOI:10.1109/TVCG.2018.2887379