The simplest VR locomotion system developers could build – and it would be great
Imagine special shoes with electronic switches built into the sole, under the insole. When I’m standing, both switches are pressed and they send a signal to the headset that I’m standing still. When I lift my right foot, it’s a signal that I’ve stepped forward, and then I alternate my feet to control walking speed or running. When I lift my left foot, it’s a signal that I’ve taken a step backward, and then I alternate my feet again to indicate backward movement.
While walking in place, I can physically turn my body, which naturally rotates the headset, so turning is already solved. The only exception would be turning in place without walking — in that case, I’d need to hold a button on the hand controller so that it doesn’t trigger movement in VR. The same button could also be used to recalibrate my position if I end up outside the safe zone.
Another advantage of this system would be the natural swaying of the body, making walking in VR look very realistic.
Another advantage is that the sound of footsteps in VR would match your actual steps on the floor, and the walking speed would dynamically change with the speed of your foot movement.
Simply stepping in place by lightly lifting your feet alternately — right, left, right — is the best and safest way to control walking in VR.
A solution like that already exists. Ankle and waist sensors.
KAT Loco S | Next Generation VR Locomotion System | Knoxlabs