Difference between revisions of "WalkAbout"

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Revision as of 07:11, 3 January 2017

Information icon1.png This page is a stub, please expand it if you have more information.
WalkAbout
Information
Type Room-scale
Required Devices Motion-tracked controllers
Description After the reaching the edge of playable space, the virtual world is blurred and the boundary grid appears. The blurred virtual world shifts to encompass the physical play area, forcing the player to turn and face the open play area. At this point the virtual becomes back into focus and the boundary grid disappears.
Pros  ???
Cons  ???
Creator Tekton Games
Examples The Dark Within
"After the reaching the edge of playable space, the virtual world is blurred and the boundary grid appears. The blurred virtual world shifts to encompass the physical play area, forcing the player to turn and face the open play area. At this point the virtual becomes back into focus and the boundary grid disappears." cannot be used as a page name in this wiki.

WalkAbout is a Locomotion Method.

Additional Information

Tekton Games announces their development of WalkAbout — an exciting new locomotion system for room-scale virtual reality that allows users to explore arbitrarily large virtual environments comfortably on foot using only a relatively small play area. This new system will be featured in their soon-to-be-announced psychological thriller/horror title, The Dark Within, coming to the HTC Vive among other VR platforms.

The WalkAbout system allows users to look in the direction they wish to travel in the virtual environment, and then hold down a button to enter the WalkAbout system. Once engaged, the virtual environment is frozen in place relative to the user. The virtual world is blurred while at the same time a grid representing the physical play area in the user’s room appears. The blurring of the environment and appearance of the grid serve to shift the user’s focus from the now frozen virtual world to a representation of the actual physical space around them, preventing the discomfort which would otherwise be caused by the mis-match of visual cues and the vestibular sense of motion. The user simply turns around until they are facing toward an open, walkable stretch of the physical play area and then releases the button to drop back out of the WalkAbout system, at which point the grid may disappear and the environment resolves back into focus. The user then continues walking in the desired direction.

Problems

Solutions

References