Learning Gait Parameters for Locomotion in Virtual Reality Systems

  title={Learning Gait Parameters for Locomotion in Virtual Reality Systems},
  author={Jingbo Zhao and Robert S. Allison},
Mechanical repositioning is a locomotion technique that uses a mechanical device (i.e. locomotion interface), such as treadmills and pedaling devices, to cancel the displacement of a user for walking on the spot. [] Key Result Our results show that participants differ in their ability to carry out the task. We provide an explanation for the variable performance of the participants based on the locomotion technique.

The Role of Binocular Vision in Avoiding Virtual Obstacles While Walking

By analysing the gait parameters, it is found that binocular viewing helped people to make more accurate movements to step over obstacles and gaps in virtual locomotion.



Redirected Walking

This dissertation develops Redirection, discusses its theoretical and physiological underpinnings, and presents results to show that it can be used to make the user turn themselves, without causing the user to be aware of Redirection and without unacceptably increasing the user's level of simulator sickness.

Virtusphere: Walking in a Human Size VR “Hamster Ball”

A major challenge for virtual reality (VR) interfaces is to provide realistic human interactions with the virtual world in more natural ways; one solution is to use a device called the VirtuSphere

The Virtual Treadmill: A Naturalistic Metaphor for Navigation in Immersive Virtual Environments

The experiment suggests that the walking in place method may enhance the participant’s sense of presence, but that it is not advantageous with respect to the efficiency of navigation.

Making virtual walking real: Perceptual evaluation of a new treadmill control algorithm

Control treadmill speed in such a way that changes in treadmill speed are unobtrusive and do not disturb VR immersiveness is feasible on a normal treadmill with a straightforward control algorithm.

New simple virtual walking method – walking on the spot

A new method for step detection and estimation of forward walking speed and direction in an immersive virtual environment that provides natural and effective simulated gait for interaction and travel within the virtual environment and provides the ability to study human locomotion and navigation in a CAVE-like environment.

Virtual Locomotion: Walking in Place through Virtual Environments

This paper presents both an analysis of requirements for user control over simulated locomotion and a new control technique designed to meet these requirements, and a promising new design for a sensor-based virtual locomotion called Gaiter.

CyberWalk: Enabling unconstrained omnidirectional walking through virtual environments

The new CyberWalk omnidirectional treadmill system is described, which makes it possible for users to walk endlessly in any direction, while never leaving the confines of the limited walking surface.

LLCM-WIP: Low-Latency, Continuous-Motion Walking-in-Place

A new WIP interface is described that improves both latency and the continuity of synthesized locomotion in the virtual environment by basing the virtual avatar motion on the speed of the user's heel motion while walking in place, creating a direct mapping from foot-motion to locomotion that is responsive, intuitive, and easy to implement.

Walking about virtual environments on an infinite floor

  • Hiroo Iwata
  • Engineering
    Proceedings IEEE Virtual Reality (Cat. No. 99CB36316)
  • 1999
A new configuration of locomotion interface for walking about virtual space with torus-shaped surface is presented and effectiveness of the device is tested by motion analysis and study on sense of distance.

Hands-free multi-scale navigation in virtual environments

This paper presents a set of interaction techniques for hands-free multi-scale navigation through virtual environments and indicates that motions such as walking and leaning are both appropriate for navigation and are effective in cognitively simplifying complex virtual environment interactions since functionality is more evenly distributed across the body.