Difference between revisions of "Freedom Locomotion System"

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==Additional Information==
 
==Additional Information==
*Caots -  
+
*'''Caots''' -  
  
*Dash Step -  
+
*'''Dash Step''' -  
  
 
*Blink Step -  
 
*Blink Step -  
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*Grab Turning - Allows the user to turn in VR without turning in real life by grabbing and turning the VR environment with the controller. This is very useful for front-facing VR systems such as [[Oculus Rift]] and [[PlayStation VR]].
 
*Grab Turning - Allows the user to turn in VR without turning in real life by grabbing and turning the VR environment with the controller. This is very useful for front-facing VR systems such as [[Oculus Rift]] and [[PlayStation VR]].
  
*Anti-Boundary Violation -  
+
*Anti-Boundary Violation - When you try to walk through virtual walls, screen will darken and [[Chaperone]] boundaries appear. When you walk over virtual ledge, you will fall in VR.
  
 
*Free Climbing -  
 
*Free Climbing -  

Revision as of 18:44, 11 January 2017

Information icon1.png This page is a stub, please expand it if you have more information.
Freedom Locomotion System
Information
Type Standing, Room-scale
Required Devices Motion-tracked controllers
Description Collect of various standing and room-scale locomotion solutions.
Creator HUGE ROBOT
Freedom Locomotion System is a Locomotion Method.

Additional Information

  • Caots -
  • Dash Step -
  • Blink Step -
  • Grab Turning - Allows the user to turn in VR without turning in real life by grabbing and turning the VR environment with the controller. This is very useful for front-facing VR systems such as Oculus Rift and PlayStation VR.
  • Anti-Boundary Violation - When you try to walk through virtual walls, screen will darken and Chaperone boundaries appear. When you walk over virtual ledge, you will fall in VR.
  • Free Climbing -

Problems

Solutions

References