The redirected walking toolkit: a unified development platform for exploring large virtual environments

Author(s):  
Mahdi Azmandian ◽  
Timofey Grechkin ◽  
Mark Bolas ◽  
Evan Suma
2010 ◽  
pp. 180-193 ◽  
Author(s):  
F. Steinicke ◽  
G. Bruder ◽  
J. Jerald ◽  
H. Frenz

In recent years virtual environments (VEs) have become more and more popular and widespread due to the requirements of numerous application areas in particular in the 3D city visualization domain. Virtual reality (VR) systems, which make use of tracking technologies and stereoscopic projections of three-dimensional synthetic worlds, support better exploration of complex datasets. However, due to the limited interaction space usually provided by the range of the tracking sensors, users can explore only a portion of the virtual environment (VE). Redirected walking allows users to walk through large-scale immersive virtual environments (IVEs) such as virtual city models, while physically remaining in a reasonably small workspace by intentionally injecting scene motion into the IVE. With redirected walking users are guided on physical paths that may differ from the paths they perceive in the virtual world. The authors have conducted experiments in order to quantify how much humans can unknowingly be redirected. In this chapter they present the results of this study and the implications for virtual locomotion user interfaces that allow users to view arbitrary real world locations, before the users actually travel there in a natural environment.


2014 ◽  
Vol 635-637 ◽  
pp. 515-518 ◽  
Author(s):  
Cheng Cheng ◽  
Bao An Lu ◽  
Marine Umwali

Current mechanical kinematic animation can’t satisfy the requirements of Virtual Environment (VE) based design. The kinematic animation design in VE development platform does not have high level models and mechanisms, the interactive animation designs and developments are very difficult and time consuming. For these reasons, this paper proposes an innovative method for interactive kinematic animation design and development in VE, including dynamic runtime model and execution algorithm for interactive animation. A complex mechanical kinematic mechanism, that is, the engine assembly, is built to validate the animation technology introduced in this paper.


Author(s):  
Ronaldo Ferreira dos Anjos Filho ◽  
Veronica Teichrieb ◽  
Judith Kelner

2011 ◽  
Vol 8 (4) ◽  
pp. 1-22 ◽  
Author(s):  
Eric Hodgson ◽  
Eric Bachmann ◽  
David Waller

2018 ◽  
Vol 38 (2) ◽  
pp. 44-56 ◽  
Author(s):  
Niels Christian Nilsson ◽  
Tabitha Peck ◽  
Gerd Bruder ◽  
Eri Hodgson ◽  
Stefania Serafin ◽  
...  

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