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This book examines human locomotion in virtual and augmented reality environments. The book aims to present an overview of what is currently understood about human perception and performance when walking in virtual environments. Looking at how it is relative to the broader scientific and engineering literature on human locomotion and locomotion interfaces. The book presents a survey of past and recent developments on human walking in virtual environments with an emphasis on human motion perception. Contents will include scientific background related to walking movements and control, physical interactions, and perception. The book will also discuss conceptual approaches to multimodal sensing, display systems, and interaction for walking in real and virtual environments. Finally, it will present current and emerging applications in areas such as gait and posture rehabilitation, design and use of prosthetics, the evaluation and enhancement of immersive VE training simulations, video games, and sports.