Proceedings of the 1st International Workshop on Multimedia Alternate Realities 2016
DOI: 10.1145/2983298.2983307
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Locomotion by Natural Gestures for Immersive Virtual Environments

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Cited by 51 publications
(26 citation statements)
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“…For instance, point-and-click teleportation is now a widely used VR locomotion technique and is fully integrated in commercial VR systems, such as the HTC Vive and the Oculus Rift [1]. Motion-based locomotion techniques-including 2 Advances in Human-Computer Interaction swimming, climbing, flying and walking-in-place-have become more robust and user-friendly [5,15,16], while the real-walking locomotion technique, which was a cumbersome construction [17], now comes with commercial headsets [5,18,19].…”
Section: Introductionmentioning
confidence: 99%
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“…For instance, point-and-click teleportation is now a widely used VR locomotion technique and is fully integrated in commercial VR systems, such as the HTC Vive and the Oculus Rift [1]. Motion-based locomotion techniques-including 2 Advances in Human-Computer Interaction swimming, climbing, flying and walking-in-place-have become more robust and user-friendly [5,15,16], while the real-walking locomotion technique, which was a cumbersome construction [17], now comes with commercial headsets [5,18,19].…”
Section: Introductionmentioning
confidence: 99%
“…Sarupuri et al [32] evaluate and compare game-controller-based VR locomotion techniques, focusing on their newly constructed Trigger-Walking technique. Ferracani et al [15] examine gestureenabled VR locomotion; they present and evaluate two new techniques called Tap and Push. The work of Langbehn et al [33] explores omnidirectional walk-in-place user interfaces by comparing the newly constructed Leaning-Amplified-Speed Walking-in-Place (LAS-WIP) against the traditional walk-in-place interface.…”
Section: Introductionmentioning
confidence: 99%
“…The various gestures (such as tap [18], push [18] and flying [54]) are tracked by input devices, such as the Leap Motion or Microsoft Kinect, and translated into VR motion [18,54,58].…”
Section: Vr Locomotion Techniquesmentioning
confidence: 99%
“…These techniques try to introduce an unnoticeable mismatch between the user's real and virtual movements to compress the larger virtual environment into a limited tracking space [40,47]. • Arm swinging: Users swing their arms while remaining stationary, and their arm movements are translated into VR motion [18,19,49]. The arm movements can be tracked by body-tracking devices (e.g., Microsoft Kinect [18]) or wearable and held devices (e.g., armbands and controllers [19,49]).…”
mentioning
confidence: 99%
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