any magnitude is accomplished by moving along (x- or y-axis motion) a platform or stairs,
or by climbing something.
2.3. Hands Free
There are numerous techniques for moving through virtual environments which use the
hands for "fly-throughs." Fly-throughs generally require the participant to use some sort
of hand-controlled device (a wand or a DataGlove). Typically the participant will point his
head or hand in the intended direction of travel and push a button to initiate movement.
Another technique uses hand-held miniatures of the environment which the person uses to
“transport” themselves, or fly from place to place (Pausch et al, 1995). The problems with
fly throughs are: 1) it is an unnatural form of locomotion. As Gibson (1958) points out,
humans are not equipped to judge distances through the air. 2) It occupies the hands and
therefore interferes with their use for other activities.
2.4. Intuitive and Natural
A distinction is being made between intuitive (i.e. easy to learn) and natural (i.e. the
technique used in the virtual environment is similar to the technique used in the real world).
A walking interface operated with the hands may be intuitive but not natural. Using a new
method of hand writing for a pen-based computer is natural but not intuitive. An ideal
interface would be both intuitive and natural.
2.5. Multiple Postures
Upright bipedal locomotion is the most energy efficient and widely used method. However
there are occasions when other postures may be adopted. These include crawling,
bending, kneeling etc. A locomotion simulator should allow all of these variants in as
natural a way as possible.
2.6. Feedback
Feedback refers to information provided to the user about their input to the system, and
how that input affects the system. Exertion is one form of feedback. Exertion may be
important in a locomotion simulator because it is known that varying the effort required to
move through an environment changes the perception of the size of that environment
(Reiser et al 1995) . Exertion is also important in some training applications (but, as we
will argue later, its role in simulation is less clear) because of the need for transfer of
training. For example, infantry duty in the real world is associated with extreme exertion.
Unless personnel are trained under these conditions their performance will fall apart in
combat (poor transfer of training).
2.7. Volume of Motion
One of the requirements of working in a virtual environment is that the volume of
movement of the participant in the real world must be restricted. This is easy to do for a
vehicle, but more challenging for a pedestrian. The volume constraint is essential because
of equipment tethers and tracking ranges. Even without these surmountable technological
barriers, there are more immutable real-world barriers, like walls and furniture.
Techniques for constraining the volume of the pedestrian motion, to match the restricted
working volume, have included treadmills, and combinations of a treadmill with some sort
of steering device (e.g. UNC's steerable treadmill (Brooks, 1992), Sarcos' Treadport
(Pratt, 1996). Another approach is to put infantrymen on stationary unicycles, or
Uniports, where the effort of walking is simulated by pedaling (Pratt, 1996). Slater et al
(1995) had participants walk on the spot, and transformed their rate and amplitude of up