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Exploring a virtual environment by walking in place using the Microsoft Kinect

Published: 03 August 2012 Publication History

Abstract

When using a head-mounted display (HMD) to explore a virtual environment (VE), it is useful to navigate on foot. This aids spatial awareness because it provides the inertial cues related to physical locomotion. However, the size of the virtual environment that can be physically explored on foot can be no larger than the limits of the tracking system. One way to permit free exploration of any size virtual environment and provide some of the inertial cues of walking is to have the users "walk in place" (WIP)[Slater et al. 1995; Feasel et al. 2008; Williams et al. 2011]. With WIP, each step is treated as a translation of a distance even though the participant remains in the same location. In our prior work [Williams et al. 2011], we had success in implementing a WIP method using an inexpensive Nintendo Wii Balance Board and we showed that participants' spatial orientation was the same as normal walking and superior to joystick navigation. There were two major drawbacks of our previous WIP algorithm. First, our step detection algorithm had a half-step lag. Second, it was slightly annoying for participants to walk in place on the small board. Thus, the current work seeks to use overcome these limitations by presenting an algorithm to WIP using the Microsoft Kinect sensor. This technology is readily available to the public for around 150 USD.

References

[1]
Feasel, J., Whitton, M. C., and Wendt, J. D. 2008. Llc-mwip: Low-latency, continuous-motion walking-in-place. In Proceedings of the 2008 IEEE Symposium on 3D User Interfaces, IEEE Computer Society, Washington, DC, USA, 3DUI '08, 97--104.
[2]
Slater, M., Usoh, M., and Steed, A. 1995. Taking steps: The influence of a walking technique on presence in virtual reality. ACM Trans. on Human Interaction 2, 3, 201--219.
[3]
Williams, B., Bailey, S., Narasimham, G., Li, M., and Bodenheimer, B. 2011. Evaluation of walking in place on a wii balance board to explore a virtual environment. ACM Trans. Appl. Percept. 8, 3 (Aug.), 19:1--19:14.

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  • (2022)Evaluating the Impact of Limited Physical Space on the Navigation Performance of Two Locomotion Methods in Immersive Virtual Environments2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)10.1109/VR51125.2022.00104(821-831)Online publication date: Mar-2022
  • (2021)Synergistic Social Technology: Designing Systems with ‘Needs’ that Encourage and Support Social InteractionProceedings of the 2021 ACM Designing Interactive Systems Conference10.1145/3461778.3462021(1419-1432)Online publication date: 28-Jun-2021
  • (2021)Walking-in-place for omnidirectional VR locomotion using a single RGB cameraVirtual Reality10.1007/s10055-021-00551-026:1(173-186)Online publication date: 18-Jun-2021
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  1. Exploring a virtual environment by walking in place using the Microsoft Kinect

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    cover image ACM Conferences
    SAP '12: Proceedings of the ACM Symposium on Applied Perception
    August 2012
    131 pages
    ISBN:9781450314312
    DOI:10.1145/2338676
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Published: 03 August 2012

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    SAP '12: ACM Symposium on Applied Perception 2012
    August 3 - 4, 2012
    California, Los Angeles

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    SAP '12 Paper Acceptance Rate 21 of 40 submissions, 53%;
    Overall Acceptance Rate 43 of 94 submissions, 46%

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    View all
    • (2022)Evaluating the Impact of Limited Physical Space on the Navigation Performance of Two Locomotion Methods in Immersive Virtual Environments2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)10.1109/VR51125.2022.00104(821-831)Online publication date: Mar-2022
    • (2021)Synergistic Social Technology: Designing Systems with ‘Needs’ that Encourage and Support Social InteractionProceedings of the 2021 ACM Designing Interactive Systems Conference10.1145/3461778.3462021(1419-1432)Online publication date: 28-Jun-2021
    • (2021)Walking-in-place for omnidirectional VR locomotion using a single RGB cameraVirtual Reality10.1007/s10055-021-00551-026:1(173-186)Online publication date: 18-Jun-2021
    • (2020)Flippo the Robo-Shoe-Fly: A Foot Dwelling Social Wearable CompanionExtended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3334480.3382928(1-10)Online publication date: 25-Apr-2020
    • (2019)Swing-In-Place (SIP): A Less Fatigue Walking-in-Place Method With Side-Viewing Functionality for Mobile Virtual RealityIEEE Access10.1109/ACCESS.2019.29604097(183985-183995)Online publication date: 2019
    • (2018)Put Down the Controller, Enable “Walking” in a Virtual Reality (VR) Environment: A ReviewAmbient Communications and Computer Systems10.1007/978-981-10-7386-1_32(367-379)Online publication date: 21-Mar-2018
    • (2017)Acquisition of survey knowledge using walking in place and resetting methods in immersive virtual environmentsProceedings of the ACM Symposium on Applied Perception10.1145/3119881.3119889(1-8)Online publication date: 16-Sep-2017
    • (2017)Hip-directed walking-in-place using a single depth cameraInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2017.03.006105(1-11)Online publication date: Sep-2017
    • (2015)The Feet in Human--Computer InteractionACM Computing Surveys10.1145/281645548:2(1-35)Online publication date: 24-Sep-2015
    • (2014)Navigating immersive virtual environments through a foot controllerProceedings of the 20th ACM Symposium on Virtual Reality Software and Technology10.1145/2671015.2671121(23-26)Online publication date: 11-Nov-2014
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