New technologies showcased this week at the Consumer Electronics Show are giving virtual reality users the ability to walk around and interact with digital worlds.

Depth-sensing sensors by Sony Corp.’s SNE, +0.80% SoftKinetic and a treadmill-like stand with shoe sensors from startup Virtuix can track users’ hand and feet movements—making the experience more immersive and interactive, and potentially spurring new uses for the technology.

Currently, users donning headsets without third-party capabilities can turn their heads to view a digital setting in 360 degrees, but they’re unable to interact with it without third-party devices -- in other words, they’re a floating head.

But at CES, SoftKinetic, which makes the hand gesture technology used in the latest BMW 7-series, showcased a way to touch and pick up objects in virtual reality through depth-sensing and 3D-mapping sensors.

Its technology, which will likely be incorporated into future iterations of parent company’s PlayStation VR, can map out hands and track gestures—meaning users can actually see and use their hands with their headset on, a capability absent in virtual reality currently without having to wear sensor-speckled gloves or hold a remote control.

Read: 2016 predictions: The six tech trends that will rule

Virtuix, meanwhile, has developed a treadmill-like piece of hardware called Virtuix Omni that lets users run and walk in digital worlds. Virtuix showcased a prototype of the Omni at CES last year, but the device officially hit the market at the end of 2015, and Virtuix CEO Jan Goetgeluk said the company racked up more than 5,000 back orders within a few weeks.

The Omni is about the size of a treadmill, but works with special shoes that slip on the surface like ice, rather than the moving belt of a treadmill. Omni users are strapped in with harnesses so they can run and walk as fast as they’d like virtually, while remaining stationary in the physical world.

The company showcased the technology at CES through a mock e-sports tournament, which Goetgeluk said paves the way for the technology to be used in lifelike battlefield scenarios.

Don’t miss:Porn industry’s billion-dollar new frontier

Virtual reality is set to hit the main stage in 2016 with several companies’ consumer-level devices scheduled to hit the market for the first time, though it may take a year or two until second-tier immersive technologies, such as SoftKinetic’s 3-D tracking sensors, hit the consumer market.

Facebook Inc. FB, -3.30% began taking preorders for the Oculus Rift this week, making it the first consumer-level, virtual-reality headset that doesn’t require a smartphone like Alphabet Inc.’s Cardboard and Samsung Electronics’ Gear VR.

HTC Corp.’s Vive VR headset and Sony’s PlayStation VR also set to hit the market this year.