Difference between revisions of "Locomotion"
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==Problems and Solutions== | ==Problems and Solutions== | ||
− | Locomotion in [[virtual reality]] presents many problems and many opportunities to innovate. Aside from traditional [[input devices]] like mouse, keyboard and | + | Locomotion in [[virtual reality]] presents many problems and many opportunities to innovate. Aside from traditional [[input devices]] like mouse, keyboard and gamepad, the most obvious method of locomotion is simply walking around within the range of the [[positional tracking]] devices. One problem presented by "walking" is the available space of the room. Physical obstacles such as walls and objects will prevent the user from advancing. One solution to this problem is a omni-directional treadmill such as [[Omni]]. Another option is to use teleportation or elevators to virtually transport the user to a new environment while keeping the physical space the same. |
==Input Devices== | ==Input Devices== |
Revision as of 22:06, 27 May 2015

Problems and Solutions
Locomotion in virtual reality presents many problems and many opportunities to innovate. Aside from traditional input devices like mouse, keyboard and gamepad, the most obvious method of locomotion is simply walking around within the range of the positional tracking devices. One problem presented by "walking" is the available space of the room. Physical obstacles such as walls and objects will prevent the user from advancing. One solution to this problem is a omni-directional treadmill such as Omni. Another option is to use teleportation or elevators to virtually transport the user to a new environment while keeping the physical space the same.
Input Devices
3DRudder, Cyberith Virtualizer, KAT WALK, Omnideck, VRGO, VirZoom, Virtuix Omni