Talk at MinneWebCon 2018 on April 23, 2018
Movement in VR when not at roomscale is tricky and can often cause motion sickness in players. In this talk my brother Henry Megarry and I went through our experiments with different input techniques for the HTC Vive in our quest to solve this problem. We talked about our successes and failures of using virtual ski poles to fly, using a Dance Dance Revolution mat as a controller and more. At the end of the talk we had people try out our creations!
(photo credit: Mark LaCroix)
Resources:
- “Daydream Labs: Locomotion in VR.” by Rob Jagnow, Google
- “Cloudhead Games – Lessons Learned From Five Years of VR Locomotion Experiments.” by Paul White and Antony Stevens, Road to VR
- “Researchers Exploit Quirk of Human Vision for Redirected Walking in VR.” by Ben Lang, Road to VR
- “Low Budget Omnidirectional Treadmill.” by Adam Fabio, Hackaday
- GLITCH is a non profit that offers many educational opportunities to learn video game development and hosts free community events like Play/Test and VR Night
- International Game Developers Association Twin Cities: Human Computer Interaction Group hosts a once a month VR meetup with guest speakers and VR prototypes
- We used the VR Tool Kit (VRTK) for the Unity Engine to build our projects. It has a lot of built in utilities