skip to main content
10.1145/2671015.2671113acmconferencesArticle/Chapter ViewAbstractPublication PagesvrstConference Proceedingsconference-collections
research-article

The influence of step frequency on the range of perceptually natural visual walking speeds during walking-in-place and treadmill locomotion

Published:11 November 2014Publication History

ABSTRACT

Walking-In-Place (WIP) techniques make relatively natural walking experiences within immersive virtual environments possible when the physical interaction space is limited in size. In order to facilitate such experiences it is necessary to establish a natural connection between steps in place and virtual walking speeds. This paper details a study investigating the effects of movement type (treadmill walking and WIP) and step frequency (1.4, 1.8 and 2.2 steps per second) on the range of perceptually natural visual walking speeds. The results suggests statistically significant main effects of both movement type and step frequency but no significant interaction between the two variables.

References

  1. Banton, T., Stefanucci, J., Durgin, F., Fass, A., and Proffitt, D. 2005. The perception of walking speed in a virtual environment. Presence: Teleoperators & Virtual Environments 14, 4, 394--406. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Barlow, H. 1990. A theory about the functional role and synaptic mechanism of visual after-effects. Vision: Coding and efficiency, 363--375.Google ScholarGoogle Scholar
  3. Bruno, L., Pereira, J., and Jorge, J. 2013. A new approach to walking in place. In Human-Computer Interaction--INTERACT 2013. Springer, 370--387.Google ScholarGoogle Scholar
  4. Durgin, F. H. 2009. When walking makes perception better. Current Directions in Psychological Science 18, 1, 43--47.Google ScholarGoogle ScholarCross RefCross Ref
  5. Feasel, J., Whitton, M., and Wendt, J. 2008. Llcm-wip: Low-latency, continuous-motion walking-in-place. In Proceedings of the 2008 IEEE Symposium on 3D User Interfaces, IEEE, 97--104. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Kassler, L., Feasel, J., Lewek, M. D., Brooks Jr, F. P., and Whitton, M. C. 2010. Matching actual treadmill walking speed and visually perceived walking speed in a projection virtual environment. In Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization, ACM, 161--161. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Kingdom, F. A. A., and Prins, N. 2010. Psychophysics: a practical introduction. Academic Press London.Google ScholarGoogle Scholar
  8. McGee, M. G. 1979. Human spatial abilities: psychometric studies and environmental, genetic, hormonal, and neurological influences. Psychological bulletin 86, 5, 889.Google ScholarGoogle Scholar
  9. Nilsson, N., Serafin, S., Laursen, M. H., Pedersen, K. S., Sikström, E., and Nordahl, R. 2013. Tapping-in-place: Increasing the naturalness of immersive walking-in-place locomotion through novel gestural input. In Proceedings of the 2013 IEEE Symposium on 3D User Interfaces, IEEE.Google ScholarGoogle Scholar
  10. Nilsson, N. C., Serafin, S., and Nordahl, R. 2014. Establishing the range of perceptually natural visual walking speeds for virtual walking-in-place locomotion. Visualization and Computer Graphics, IEEE Transactions on 20, 4, 569--578. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Öberg, T., Karsznia, A., and Öberg, K. 1993. Basic gait parameters: reference data for normal subjects, 10-79 years of age. Journal of rehabilitation research and development 30, 210--210.Google ScholarGoogle Scholar
  12. Powell, W., Stevens, B. Abd Hand, S., and Simmonds, M. 2011. Blurring the boundaries: The perception of visual gain in treadmill-mediated virtual environments. In Proceedings of the 3rd IEEE VR Workshop on Perceptual Illusions in Virtual Environments, IEEE, 4--8.Google ScholarGoogle Scholar
  13. Slater, M., Usoh, M., and Steed, A. 1994. Steps and ladders in virtual reality. In Proceedings of the ACM Conference on Virtual Reality Software and Technology, 45--54. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Slater, M., Usoh, M., and Steed, A. 1995. Taking steps: the influence of a walking technique on presence in virtual reality. ACM Transactions on Computer-Human Interaction 2, 3, 201--219. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Thurrell, A. E., and Pelah, A. 2002. Reduction of perceived visual speed during walking: Effect dependent upon stimulus similarity to the visual consequences of locomotion. Journal of Vision 2, 7, 628--628.Google ScholarGoogle ScholarCross RefCross Ref
  16. Usoh, M., Arthur, K., Whitton, M., Bastos, R., Steed, A., Slater, M., and Brooks Jr, F. 1999. Walking¿ walking-in-place¿ flying, in virtual environments. In Proceedings of the 26th annual conference on Computer Graphics and Interactive Techniques, ACM Press/Addison-Wesley Publishing Co., 359--364. Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Wendt, J., Whitton, M., and Brooks, F. 2010. Gud wip: Gait-understanding-driven walking-in-place. In Proceedings of the 2010 IEEE Virtual Reality Conference, IEEE, 51--58. Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Whitton, M. C., and Peck, T. C. 2013. Stepping-driven locomotion interfaces. In Human Walking in Virtual Environments. Springer, 241--262.Google ScholarGoogle Scholar
  19. 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. Proceedings of the ACM Transactions on Applied Perception 8, 3, 19. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. The influence of step frequency on the range of perceptually natural visual walking speeds during walking-in-place and treadmill locomotion

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Conferences
        VRST '14: Proceedings of the 20th ACM Symposium on Virtual Reality Software and Technology
        November 2014
        238 pages
        ISBN:9781450332538
        DOI:10.1145/2671015

        Copyright © 2014 ACM

        Permission to make digital or hard copies of all or part 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 components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 11 November 2014

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • research-article

        Acceptance Rates

        Overall Acceptance Rate66of254submissions,26%

        Upcoming Conference

        VRST '24

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader