ABSTRACT
This paper introduces our ongoing work on the Foot Controller Device as an interface for navigation in Immersive Virtual Environments. The Foot Controller is a special, arduino-based control mat equipped with an array of pressure sensors and able to function as a touch surface for feet. What makes it special is that sensor cells can be accessed individually, allowing for a sophisticate control algorithms based on pressure distribution. The low-level software provides a set of recognition features which can be used to implement intuitive navigation metaphors. In this paper we introduce the device and its operating modes, present its use as a navigation interface, and discuss the results of a preliminary pilot user study aimed to evaluate its usability.
- de Haan, G., Griffith, E. J., Post, F. H. (2008, October). Using the Wii Balance Board™ as a low-cost VR interaction device. In Proceedings of the 2008 ACM symposium on Virtual reality software and technology (pp. 289--290). ACM. Google ScholarDigital Library
- Feasel, J., Whitton, M. C., Wendt, J. D. (2008, March). LLCM-WIP: Low-latency, continuous-motion walking-in-place. In 3D User Interfaces, 2008. 3DUI 2008. IEEE Symposium on (pp. 97--104). IEEE.. Google ScholarDigital Library
- Gabbard, J. L., Hix, D. (1997). A taxonomy of usability characteristics in virtual environments: Deliverable to Office of Naval Research, grant no. N 00014-96-1-0385, Department of Computer Science, Virginia Polytechnic Institute, Blacksburg, VA.Google Scholar
- Hilsendeger, A., Brandauer, S., Tolksdorf, J., Fröhlich, C. (2009). Navigation in virtual reality with the wii balance board. In 6th Workshop on Virtual and Augmented Reality.Google Scholar
- Iwata, H. (1999, March). Walking about virtual environments on an infinite floor. In Virtual Reality, 1999. Proceedings., IEEE (pp. 286--293). IEEE. Google ScholarDigital Library
- Iwata, H., Yano, H., & Nakaizumi, F. (2001, March). Gait master: A versatile locomotion interface for uneven virtual terrain. In Virtual Reality, 2001. Proceedings. IEEE (pp. 131--137). IEEE. Google ScholarDigital Library
- Norman, D. A., Draper, S. W. (1986). User centered system design. New Perspectives on Human-Computer Interaction, L. Erlbaum Associates Inc., Hillsdale, NJ. Google ScholarDigital Library
- Normand, J., Spanlang, B., Tecchia, F., Carrozzino, M., Swapp, D., & Slater, M. (2012). Full body acting rehearsal in a networked virtual environment - a case study. Presence: Teleoperators and Virtual Environments, 21(2), 229--243. Google ScholarDigital Library
- Slater, M., Usoh, M., Steed, A. (1995). Taking steps: the influence of a walking technique on presence in virtual reality. ACM Transactions on Computer-Human Interaction (TOCHI), 2(3), 201--219. Google ScholarDigital Library
- So, R. H., Lo, W. T., Ho, A. T. (2001). Effects of navigation speed on motion sickness caused by an immersive virtual environment. Human Factors: The Journal of the Human Factors and Ergonomics Society, 43(3), 452--461.Google ScholarCross Ref
- Souman, J. L., Giordano, P. R., Schwaiger, M., Frissen, I., Thümmel, T., Ulbrich, H., Ernst, M. O. (2011). CyberWalk: Enabling unconstrained omnidirectional walking through virtual environments. ACM Transactions on Applied Perception (TAP), 8(4), 25. Google ScholarDigital Library
- Tecchia, F., Carrozzino, M., Bacinelli, S., Rossi, F., Vercelli, D., Marino, G., Gasparello, P., Bergamasco, M. (2010). A Flexible Framework for Wide-Spectrum VR Development, in Presence-Teleoperators And Virtual Environments, 19, 302--312. Google ScholarDigital Library
- Templeman, J., Denbrook, P., Sibert, L. (1999). Virtual locomotion: Walking in place through virtual environments. Presence, 8(6), 598--617 Google ScholarDigital Library
- Ware, C., Osborne, S. (1990). Exploration and virtual camera control in virtual three dimensional environments. In Computer Graphics, volume 24 Number 2. Google ScholarDigital Library
- Williams, B., Bailey, S., Narasimham, G., Li, M., & Bodenheimer, B. (2011). Evaluation of walking in place on a wii balance board to explore a virtual environment. ACM Transactions on Applied Perception (TAP), 8(3), 19. Google ScholarDigital Library
- Zheng, Y., McCaleb, M., Strachan, C., Williams, B. (2012, August). Exploring a virtual environment by walking in place using the Microsoft Kinect. In Proceedings of the ACM symposium on applied perception (PP. 131--131). ACM. Google ScholarDigital Library
Index Terms
- Navigating immersive virtual environments through a foot controller
Recommendations
Force-Based Foot Gesture Navigation in Virtual Reality
VRST '21: Proceedings of the 27th ACM Symposium on Virtual Reality Software and TechnologyNavigation is a primary interaction in virtual reality. Previous research has explored different forms of artificial locomotion techniques for navigation, including hand gestures and body motions. However, few studies have investigated force-based foot ...
Taking steps: the influence of a walking technique on presence in virtual reality
Special issue on virtual reality software and technologyThis article presents an interactive technique for moving through an immersive virtual environment (or “virtual reality”). The technique is suitable for applications where locomotion is restricted to ground level. The technique is derived from the idea ...
Upper Body Leaning can affect Forward Self-Motion Perception in Virtual Environments
SUI '15: Proceedings of the 3rd ACM Symposium on Spatial User InteractionThe study of locomotion in virtual environments is a diverse and rewarding research area. Yet, creating effective and intuitive locomotion techniques is challenging, especially when users cannot move around freely. While using handheld input devices for ...
Comments