An interaction occurs between two humans when they walk with converging trajectories. They need to adapt their motion in order to avoid and cross one another at respectful distance. This paper… (More)
This study investigated collision avoidance between two walkers by focusing on the conditions that lead to avoidance manoeuvres in locomotor trajectories. Following the hypothesis of a reciprocal… (More)
This paper studies strategies for collision avoidance between two persons walking along crossing trajectories. It has been previously demonstrated that walkers are able to anticipate the risk of… (More)
We present a novel framework to evaluate multi-agent crowd simulation algorithms based on real-world observations of crowd movements. A key aspect of our approach is to enable fair comparisons by… (More)
Virtual walking, a fundamental task in Virtual Reality (VR), is greatly influenced by the locomotion interface being used, by the specificities of input and output devices, and by the way the virtual… (More)
The use of Virtual Reality (VR) in sports training is now widely studied with the perspective to transfer motor skills learned in virtual environments (VEs) to real practice. However precision motor… (More)
Neuroscientific approaches have provided an important invariant linking kinematics and geometry in locomotion: a power law controls the relation between radius of curvature and velocity of the… (More)
In this paper, we investigate obstacle avoidance behavior during real walking in a large immersive projection setup. We analyze the walking behavior of users when avoiding real and virtual static… (More)
Accurate distance perception and natural interactions are mandatory conditions when training precision aiming tasks in VR. However, many factors specific to virtual environments (VEs) lead to… (More)