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Walking in place using the Microsoft Kinect to explore a large VE

Published: 22 August 2013 Publication History

Abstract

One way to permit free exploration of any sized virtual environment (VE) and provide some of the inertial cues of walking is to have users "walk in place" (WIP) [Williams et al. 2011]. With WIP, each step is treated as a virtual translation 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. We showed that participants' spatial orientation was the same as normal walking and superior to joystick navigation. There were two major drawbacks to this WIP algorithm. First, our step detection algorithm had a half--step lag. Second, participants found it slightly annoying to walk in place on the small board. Thus, the current work seeks to overcome these limitations by implementing an algorithm to WIP using two Microsoft Kinect sensors (150 USD each). Specifically, we are interested in seeing how well users can explore a large VE by WIP with the Kinect (WIP--K). Due to the large size of the VE, comparing these results to normal physical walking is not possible. Therefore, we directly compare WIP--K to joystick navigation. Also, we examine scaling the translational gain of WIP--K so that one "step" carries the user forward two steps (referred to as WIP--K x 2). Thus, this within--subject experiment compares subjects' spatial orientation as they navigate a VE in three conditions: Joystick, WIP--K, WIP--K x 2.

Reference

[1]
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 VE. ACM Trans. Appl. Percept. 8, 3 (Aug.), 19:1--19:14.

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  • (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
  • (2018)Using Body Movements for Running in Realistic 3D MapVirtual, Augmented and Mixed Reality: Interaction, Navigation, Visualization, Embodiment, and Simulation10.1007/978-3-319-91581-4_16(215-229)Online publication date: 2-Jun-2018
  • (2017)Development and Evaluation of a Virtual Reality Grocery Shopping Application Using a Multi-kinect Walking-in-Place ApproachIntelligent Human Systems Integration10.1007/978-3-319-73888-8_57(368-374)Online publication date: 31-Dec-2017
  1. Walking in place using the Microsoft Kinect to explore a large VE

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    cover image ACM Conferences
    SAP '13: Proceedings of the ACM Symposium on Applied Perception
    August 2013
    150 pages
    ISBN:9781450322621
    DOI:10.1145/2492494
    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: 22 August 2013

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    SAP' 13: ACM Symposium on Applied Perception 2013
    August 22 - 23, 2013
    Dublin, Ireland

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    • (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
    • (2018)Using Body Movements for Running in Realistic 3D MapVirtual, Augmented and Mixed Reality: Interaction, Navigation, Visualization, Embodiment, and Simulation10.1007/978-3-319-91581-4_16(215-229)Online publication date: 2-Jun-2018
    • (2017)Development and Evaluation of a Virtual Reality Grocery Shopping Application Using a Multi-kinect Walking-in-Place ApproachIntelligent Human Systems Integration10.1007/978-3-319-73888-8_57(368-374)Online publication date: 31-Dec-2017

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