Introduction
·
Based on [Arns+]
and [Arns2]
·
Traditional GUI
interface have well known methods of interaction
·
VE interaction
methods are usually developed on an ad-hoc basis
·
Little or no
emphasis on user-centric design
·
Inherent concept
in (immersive) VEs is movement or locomotion
·
In real life we
know the schemata which allow movement. Walking is the main one.
·
But physical
walking may be inappropriate in a VE.
·
Virtual World may
be too large
·
Physical
constraints may make walking prohibitive
·
A VE provides
opportunity for metaphors other than walking (flying, teleportation)
·
In special
classes of VE we want to enforce
natural metaphors – simulations, for example
·
There are many
metaphors and interaction techniques for locomotion, but these may not be the
best ones for the user
·
For example the
teleportation metaphor exists, but this can cause disorientation or simulator
sickness in the user