Hi all,
Ready to reveal my paper on VR locomotion.
The system is called: Controller Assisted On the Spot movement (or CAOTS for short).
You can download it here.
https://mega.nz/#!08BBUDLA!OZtIYs45ww43Zg7j0L3lLMJVQup4QwUFNb18LwNhPLk
The paper includes a reasonably thorough primer on the state of VR locomotion, why it's important, and how this solution solves for a lot of the problems of VR within the practical constraints of current day VR tech.
There's actually a demo of it that you can try made by Ryan Sullivan/Deprecated Coder called RIPMotion.
http://smirkingcat.software/ripmotion/
Worth noting that it's not a direct implementation of CAOTS as described in the paper - but the key principles are there - directionality indicated by controller heading, and intentionality signaled by the user. It can be held in hand (I'd suggest is a better solution than putting it in your belt for a number of reasons, among which is, not everyone is wearing the appropriate attire), uses head bounce for velocity measurement, not arm swing. I'd also suggest turning on beginner to advanced chaperone boundaries if you haven't already, because you will drift as you run in place, and having the bounds pop up as you drift helps you recenter very easily.
Also, the implementation is rough around its edges - especially in terms of the stride length. The ideal is to get it so that it feels like your body motion is directly responsible for the motion - the paper suggests a detailed movement scaling system that provides this feedback.
Nonetheless, it's a great demo of the principles discussed in the paper and you should give it a shot if you haven't already (and if you have, try it again with the minor modifications that I suggest - holding it in hand, while taking note of things like scale, vection, the ability to look around, moving around in room space and larger VE space, etc).
I've talked with deprecatedcoder and apparently he's made some modifications and will be releasing a demo soon - so looking forward to seeing that.