GUD WIP: Gait-Understanding-Driven Walking-In-Place.

Jeremy D Wendt, Mary C Whitton, Frederick P Brooks
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引用次数: 136

Abstract

Many Virtual Environments require walking interfaces to explore virtual worlds much larger than available real-world tracked space. We present a model for generating virtual locomotion speeds from Walking-In-Place (WIP) inputs based on walking biomechanics. By employing gait principles, our model - called Gait-Understanding-Driven Walking-In-Place (GUD WIP) - creates output speeds which better match those evident in Real Walking, and which better respond to variations in step frequency, including realistic starting and stopping. The speeds output by our implementation demonstrate considerably less within-step fluctuation than a good current WIP system - Low-Latency, Continuous-Motion (LLCM) WIP - while still remaining responsive to changes in user input. We compared resulting speeds from Real Walking, GUD WIP, and LLCM-WIP via user study: The average output speeds for Real Walking and GUD WIP respond consistently with changing step frequency - LLCM-WIP is far less consistent. GUD WIP produces output speeds that are more locally consistent (smooth) and step-frequency-to-walk-speed consistent than LLCM-WIP.

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gwip:步态理解驱动的原地行走。
许多虚拟环境需要行走接口来探索比现实世界更大的虚拟世界。我们提出了一个基于步行生物力学的从原地行走(WIP)输入生成虚拟运动速度的模型。通过采用步态原理,我们的模型-称为步态理解驱动的原地行走(GUD WIP) -创建的输出速度更好地匹配真实行走中明显的速度,并且更好地响应步进频率的变化,包括现实的启动和停止。我们实现的速度输出显示出比当前良好的WIP系统(低延迟,连续运动(LLCM) WIP)的步内波动要小得多,同时仍然对用户输入的变化保持响应。通过用户研究,我们比较了Real Walking、GUD WIP和LLCM-WIP的输出速度:Real Walking和GUD WIP的平均输出速度随着步进频率的变化而保持一致,而LLCM-WIP则不那么一致。与LLCM-WIP相比,GUD WIP产生的输出速度在局部更一致(平滑),步进频率-步进速度更一致。
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An Evaluation of Navigational Ability Comparing Redirected Free Exploration with Distractors to Walking-in-Place and Joystick Locomotion Interfaces. Conformal Visualization for Partially-Immersive Platforms. Improved Redirection with Distractors: A Large-Scale-Real-Walking Locomotion Interface and its Effect on Navigation in Virtual Environments. GUD WIP: Gait-Understanding-Driven Walking-In-Place. Relating Scene-Motion Thresholds to Latency Thresholds for Head-Mounted Displays.
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