Towards Sneaking as a Playful Input Modality for Virtual Environments
Sebastian Cmentowski, Andrey Krekhov, Andr\'e Zenner, Daniel, Kucharski, Jens Kr\"uger

TL;DR
This paper explores using sneaking, based on gait analysis, as a novel playful input modality in virtual environments, demonstrating its potential for immersive and engaging gameplay with flexible technical approaches.
Contribution
It introduces three technical methods for sneaking-based interaction, emphasizing gait abstraction over precise foot-tracking, and evaluates their effectiveness in enhancing immersive gameplay.
Findings
Sneaking interactions offer unique gameplay challenges and thrills.
Abstract gait-based approaches are effective without precise foot-tracking.
Gait-centered interactions have broad potential for immersive VR experiences.
Abstract
Using virtual reality setups, users can fade out of their surroundings and dive fully into a thrilling and appealing virtual environment. The success of such immersive experiences depends heavily on natural and engaging interactions with the virtual world. As developers tend to focus on intuitive hand controls, other aspects of the broad range of full-body capabilities are easily left vacant. One repeatedly overlooked input modality is the user's gait. Even though users may walk physically to explore the environment, it usually does not matter how they move. However, gait-based interactions, using the variety of information contained in human gait, could offer interesting benefits for immersive experiences. For instance, stealth VR-games could profit from this additional range of interaction fidelity in the form of a sneaking-based input modality. In our work, we explore the potential…
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