Difference between revisions of "Lean-To-Move"

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|Required Devices=Motion-tracked controllers
 
|Required Devices=Motion-tracked controllers
 
|Description=Press a trigger on controller to record your origin, lean beyond the boundary threshold to move in game, return to origin to stop
 
|Description=Press a trigger on controller to record your origin, lean beyond the boundary threshold to move in game, return to origin to stop
|Pros=???
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|Pros=Mitigates VR sickness, frees up the hands while moving, move for longer without being fatigued
 
|Cons=???
 
|Cons=???
 
|Examples=
 
|Examples=
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==Additional Information==
 
==Additional Information==
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The mechanics of Lean-to-Move are simple. The player initiates the movement by pressing the trigger. The system then stores the location of the head when the trigger was pressed as the origin of movement.
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Next, the system waits for the player to lean or move outside of the threshold region. Once the player breaches this radius, the distance between the head and the wall of the threshold is used to compute the player’s velocity.
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===Steps===
 
[[File:lean-to-move1.png|400px]]
 
[[File:lean-to-move1.png|400px]]
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When the player initializes Lean-to-Move, the HMD's original position is saved.
  
 
[[File:lean-to-move2.png|400px]]
 
[[File:lean-to-move2.png|400px]]
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As the player leans away from the origin, the distance from the origin to the HMD is calculated. If the distance is less than the lean threshold, then no movement is created.
  
 
[[File:lean-to-move3.png|400px]]
 
[[File:lean-to-move3.png|400px]]
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As the HMD goes past the lean threshold, the displacement from the lean threshold boundary to the HMD is used as the velocity vector in the game. The further the HMD from the boundary, the faster the player goes. Returning the HMD to the origin brings the player to a full stop.
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===Advantages===
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Lean-to-Move helps to mitigate nausea in a similar way to other locomotion strategies being deployed today. One major advantage of Lean-to-Move is that it frees up the player’s hands to be able to do whatever the game requires. In the FPS setting, for instance, a player can more naturally wield their weapon while moving around. Lean-to-Move also has a low activity overhead, meaning that players can use it for longer without experiencing fatigue.
  
 
==Problems==
 
==Problems==

Revision as of 15:22, 3 January 2017

Information icon1.png This page is a stub, please expand it if you have more information.
Lean-To-Move
Information
Type Standing, Room-scale
Required Devices Motion-tracked controllers
Description Press a trigger on controller to record your origin, lean beyond the boundary threshold to move in game, return to origin to stop
Pros Mitigates VR sickness, frees up the hands while moving, move for longer without being fatigued
Cons  ???
Creator https://github.com/Erupac/LeanToMove
Lean-To-Move is a Locomotion Method.

Additional Information

The mechanics of Lean-to-Move are simple. The player initiates the movement by pressing the trigger. The system then stores the location of the head when the trigger was pressed as the origin of movement.

Next, the system waits for the player to lean or move outside of the threshold region. Once the player breaches this radius, the distance between the head and the wall of the threshold is used to compute the player’s velocity.

Steps

Lean-to-move1.png When the player initializes Lean-to-Move, the HMD's original position is saved.

Lean-to-move2.png As the player leans away from the origin, the distance from the origin to the HMD is calculated. If the distance is less than the lean threshold, then no movement is created.

Lean-to-move3.png As the HMD goes past the lean threshold, the displacement from the lean threshold boundary to the HMD is used as the velocity vector in the game. The further the HMD from the boundary, the faster the player goes. Returning the HMD to the origin brings the player to a full stop.

Advantages

Lean-to-Move helps to mitigate nausea in a similar way to other locomotion strategies being deployed today. One major advantage of Lean-to-Move is that it frees up the player’s hands to be able to do whatever the game requires. In the FPS setting, for instance, a player can more naturally wield their weapon while moving around. Lean-to-Move also has a low activity overhead, meaning that players can use it for longer without experiencing fatigue.

Problems

Solutions

References