Game Development Reference
Figure 12.13 CyberSphere © University of Warwick
from the real world, are simulation of walking and simulation of driving cabins . The
third regroups the solutions using parts of the body other than the legs and will be
termed gestural control . The fourth requires instruments (physical objects) for defining
movement. We will label this instrumented control .
Walking and simulation of walking
Walking is the first means of movement of the real world. Its transcription in the virtual
world can take several shapes, depending mainly on space constraints.
Walking in a large space: the most natural solution allows the user to move while
walking. The advantage of this approach is to let the user use the kinaesthetic (per-
ception of position, movement and tension of muscles) and vestibular (perception
of equilibrium by the inner ear) senses to which he is used to. On the other hand,
it requires using a big space. This technique requires following the movements of
the person, for which there are various technical solutions: following magnetic,
optical and ultrasound movements ...
“CyberSphere'': to compensate for the sizable problem of space, the University of
Warwick offers a system called “CyberSphere''. “CyberSphere'' (Figure 12.13) is
a spherical projection system. Like for visiocubes, projectors surround the sphere
and back-project the images of the simulated virtual scene on its surface. The
major characteristic of “CyberSphere'' is its spherical shape that lets it rotate in
place. Positioned on cushions of air, walking movements of a person inside it
cause the sphere to rotate, making continuous walking in all directions possible.
Movements of the user are followed in real time by recording movements of the
sphere andmaking constant updating of the scene possible. According to its design-
ers, “CyberSphere'' could have applications, among others, for the entertainment
industry, architecture or for virtual tours of museums. This set-up is also of interest
to several research laboratories for studying movements in virtual environments.
Walking in place and analysis of movements: the first technique presented requires
the user to have a movement space as big as the virtual space. This solution is