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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Published in | IEEE transactions on visualization and computer graphics Vol. 26; no. 6; pp. 2315 - 2334 |
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Main Authors | , , |
Format | Journal Article |
Language | English |
Published |
United States
IEEE
01.06.2020
The Institute of Electrical and Electronics Engineers, Inc. (IEEE) |
Subjects | |
Online Access | Get full text |
ISSN | 1077-2626 1941-0506 1941-0506 |
DOI | 10.1109/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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Bibliography: | ObjectType-Article-1 SourceType-Scholarly Journals-1 ObjectType-Feature-2 content type line 14 content type line 23 |
ISSN: | 1077-2626 1941-0506 1941-0506 |
DOI: | 10.1109/TVCG.2018.2887379 |