|
Foreword |
5 |
|
|
Contents |
9 |
|
|
Part I Perception |
11 |
|
|
1 Sensory Contributions to Spatial Knowledge of Real and Virtual Environments |
12 |
|
|
1.1 External Sensory Information |
14 |
|
|
1.2 Internal Sensory Information |
16 |
|
|
1.3 Efferent Sources of Information |
17 |
|
|
1.4 Relative Influence of External and Internal Sensory Information |
19 |
|
|
1.4.1 Sensory Contributions in the Real World |
19 |
|
|
1.4.2 Sensory Contributions in Virtual Environments |
21 |
|
|
1.5 Conclusion |
30 |
|
|
References |
31 |
|
|
2 Perceptual and Cognitive Factors for Self-Motion Simulation in Virtual Environments: How Can Self-Motion Illusions (``Vection'') Be Utilized? |
36 |
|
|
2.1 Introduction: The Challenge of Walking in VR |
36 |
|
|
2.2 Visually Induced Self-Motion Illusions |
38 |
|
|
2.2.1 Circular Vection |
39 |
|
|
2.2.2 Linear Vection |
40 |
|
|
2.3 Self-Motion Sensation from Walking |
41 |
|
|
2.4 Interaction of Walking and Other Modalities for Vection |
42 |
|
|
2.4.1 Walking and Auditory Cues |
42 |
|
|
2.4.2 Walking and Visual Cues |
42 |
|
|
2.5 Further Cross-Modal Effects on Self-Motion Perception in VR |
45 |
|
|
2.6 Simulator Sickness and Vection in VR |
47 |
|
|
2.7 Perceptual Versus Cognitive Contributions to Vection |
47 |
|
|
2.7.1 Lower-Level and Bottom-Up Contributions to Vection |
47 |
|
|
2.7.2 Cognitive and Top-Down Contributions to Vection |
49 |
|
|
2.8 Does Vection Improve Spatial Updating and Perspective Switches? |
52 |
|
|
2.9 Conclusions and Conceptual Framework |
53 |
|
|
2.10 Outlook |
56 |
|
|
References |
57 |
|
|
3 Biomechanics of Walking in Real World: Naturalness we Wish to Reach in Virtual Reality |
64 |
|
|
3.1 Introduction |
64 |
|
|
3.2 Kinematics of Human Walking |
65 |
|
|
3.2.1 Global Description |
66 |
|
|
3.2.2 Joint Kinematics |
71 |
|
|
3.3 Dynamics of Human Walking |
73 |
|
|
3.3.1 Forces and Torques Description |
74 |
|
|
3.3.2 Energetics of Human Walking |
76 |
|
|
3.3.3 Balance |
78 |
|
|
3.4 Comparison Between Ground and Treadmill Walking |
80 |
|
|
3.5 Conclusion |
81 |
|
|
References |
82 |
|
|
4 Affordance Perception and the Visual Control of Locomotion |
87 |
|
|
4.1 Introduction |
87 |
|
|
4.2 Taking Body Dimensions and Movement Capabilities into Account |
88 |
|
|
4.2.1 Theoretical Approach |
88 |
|
|
4.2.2 Affordance Perception and the Control of Locomotion |
89 |
|
|
4.2.3 Eyeheight-Scaled Information |
89 |
|
|
4.3 Perceiving Body-Scaled Affordances |
91 |
|
|
4.4 Perceiving Action-Scaled Affordances |
94 |
|
|
4.4.1 The Information-Based Approach |
94 |
|
|
4.5 Testing the Information-Based Approach |
95 |
|
|
4.5.1 An Alternative Account |
97 |
|
|
4.6 Testing the Affordance-Based Approach |
99 |
|
|
4.7 Extensions of the Affordance-Based Approach |
101 |
|
|
4.8 Affordance Perception and the Continuous Control of Locomotion |
102 |
|
|
4.9 Conclusions |
103 |
|
|
References |
105 |
|
|
5 The Effect of Translational and Rotational Body-Based Information on Navigation |
107 |
|
|
5.1 Introduction |
107 |
|
|
5.2 Applications of Virtual Environments |
108 |
|
|
5.3 Ecological Validity |
109 |
|
|
5.4 The Effect of Body-Based Information |
110 |
|
|
5.4.1 Review Framework |
111 |
|
|
5.4.2 Studies Investigating the Effect of Body-Based Information |
113 |
|
|
5.5 Summary and Conclusions for VE Applications |
116 |
|
|
5.5.1 Model-Scale Environments |
116 |
|
|
5.5.2 Small-Scale Environments |
117 |
|
|
5.5.3 Large-Scale Environments |
118 |
|
|
5.5.4 Further Research |
118 |
|
|
References |
119 |
|
|
6 Enabling Unconstrained Omnidirectional Walking Through Virtual Environments: An Overview of the CyberWalk Project |
121 |
|
|
6.1 Introduction |
122 |
|
|
6.2 Gait and Biomechanics |
124 |
|
|
6.2.1 Natural Unconstrained Walking |
124 |
|
|
6.2.2 Overground Versus Treadmill Walking |
128 |
|
|
6.2.3 Potential Implications for CyberWalk |
132 |
|
|
6.3 Multisensory Self-Motion Perception |
132 |
|
|
6.3.1 Multisensory Nature of Walking |
133 |
|
|
6.3.2 Integration of Vestibular and Proprioceptive Information in Human Locomotion |
135 |
|
|
6.3.3 ``Vection'' from Walking |
139 |
|
|
6.3.4 Potential Implications for CyberWalk |
140 |
|
|
6.4 Large Scale Navigation |
141 |
|
|
6.4.1 Potential Implications for CyberWalk |
144 |
|
|
6.5 Putting it All Together: The CyberWalk Platform |
144 |
|
|
References |
147 |
|
|
Part II Technologies |
153 |
|
|
7 Displays and Interaction for Virtual Travel |
154 |
|
|
7.1 Introduction |
154 |
|
|
7.2 Display Systems |
156 |
|
|
7.3 Interaction Devices |
161 |
|
|
7.4 Travel Techniques |
173 |
|
|
7.4.1 Travel as a Control Task |
173 |
|
|
7.4.2 Direct Self Motion Control Techniques |
177 |
|
|
7.4.3 Indirect Self Motion Control Techniques |
178 |
|
|
7.4.4 Scene Motion Techniques |
178 |
|
|
7.4.5 Other Control Inputs |
179 |
|
|
7.5 Conclusion |
179 |
|
|
References |
180 |
|
|
8 Sensing Human Walking: Algorithms and Techniques for Extracting and Modeling Locomotion |
183 |
|
|
8.1 Introduction |
183 |
|
|
8.2 Sensing and Interpreting Global Gait Parameters |
184 |
|
|
8.2.1 Step Length and Frequency |
184 |
|
|
8.2.2 Curvature and Non-linear Walking |
185 |
|
|
8.2.3 Gait Asymmetry and Regularity |
189 |
|
|
8.3 Joint Angles, Torques and Muscle Activity |
189 |
|
|
8.3.1 Measuring Joint Displacements |
189 |
|
|
8.3.2 Measuring Joint Angles |
192 |
|
|
8.3.3 Estimating Joint Torques with Inverse Dynamics |
194 |
|
|
8.4 Isolated Segments |
194 |
|
|
8.5 Global System and Controllers |
195 |
|
|
8.6 Conclusion About Inverse Dynamic Approaches |
196 |
|
|
8.6.1 Measuring or Estimating Muscle Activities |
197 |
|
|
8.7 Conclusion |
201 |
|
|
References |
201 |
|
|
9 Locomotion Interfaces |
204 |
|
|
9.1 Introduction |
204 |
|
|
9.2 Sliding Shoes |
206 |
|
|
9.2.1 Virtual Perambulator |
206 |
|
|
9.2.2 Powered Shoes |
207 |
|
|
9.2.3 String Walker |
208 |
|
|
9.2.4 Evacuation Simulator Using the Virtual Perambulator |
209 |
|
|
9.3 Treadmills |
210 |
|
|
9.3.1 Related Works in Treadmill-Based Locomotion Interface |
210 |
|
|
9.3.2 Torus Treadmill |
211 |
|
|
9.3.3 Control Algorithm of the Torus Treadmill |
213 |
|
|
9.3.4 Effects of Walking on the Torus Treadmill |
214 |
|
|
9.3.5 Limitation of Torus Treadmill |
214 |
|
|
9.4 Foot Pad |
215 |
|
|
9.4.1 Related Works in Foot-Pad-Based Locomotion Interface |
215 |
|
|
9.4.2 Gait Master |
215 |
|
|
9.4.3 Control Algorithm of the GaitMaster |
218 |
|
|
9.4.4 GaitMater for Walking Rehabilitation |
219 |
|
|
9.5 Robotic Tiles |
220 |
|
|
9.5.1 The CirculaFloor |
220 |
|
|
9.5.2 User Study of the Robot Tile Approach |
220 |
|
|
9.6 Conclusion |
223 |
|
|
References |
223 |
|
|
10 Implementing Walking in Virtual Environments |
225 |
|
|
10.1 Introduction |
225 |
|
|
10.2 Virtual Reality Workspaces |
227 |
|
|
10.3 Isometric Virtual Walking |
229 |
|
|
10.3.1 One-to-One Mappings |
229 |
|
|
10.3.2 Reference Coordinates |
230 |
|
|
10.3.3 Virtual Traveling |
231 |
|
|
10.4 Nonisometric Virtual Walking |
231 |
|
|
10.4.1 User-Centric Coordinates |
232 |
|
|
10.4.2 Scaling Self-Motions |
234 |
|
|
10.4.3 Redirected Walking |
237 |
|
|
10.5 Conclusion |
241 |
|
|
References |
242 |
|
|
11 Stepping-Driven Locomotion Interfaces |
245 |
|
|
11.1 Designing Stepping-Driven Locomotion for Virtual Environment Systems |
245 |
|
|
11.2 Walking-in-Place Interfaces |
248 |
|
|
11.2.1 Setting Speed: Interpreting Stepping Gestures |
248 |
|
|
11.2.2 Setting Direction for Walking-in-Place |
253 |
|
|
11.2.3 The Future for Walking-in-Place Interfaces |
255 |
|
|
11.3 Real-Walking Interfaces |
256 |
|
|
11.3.1 Manipulating Speed |
256 |
|
|
11.3.2 Manipulating Direction |
258 |
|
|
11.3.3 Reorientation Techniques |
262 |
|
|
11.3.4 The Future for Real-Walking Interfaces for IVE Systems |
264 |
|
|
References |
264 |
|
|
12 Multimodal Rendering of Walking Over Virtual Grounds |
267 |
|
|
12.1 Introduction |
268 |
|
|
12.2 Auditory Rendering |
269 |
|
|
12.2.1 Introduction |
269 |
|
|
12.2.2 Footstep Sound Synthesis |
271 |
|
|
12.2.3 Walking Sounds and Soundscape Reproduction |
276 |
|
|
12.2.4 Footstep Sound Design Toolkits |
278 |
|
|
12.3 From Haptic to Multimodal Rendering |
279 |
|
|
12.3.1 Introduction |
279 |
|
|
12.3.2 Touch Sensation in the Feet |
282 |
|
|
12.3.3 Multimodal Displays |
285 |
|
|
12.3.4 Display Configurations |
286 |
|
|
12.3.5 Interactive Scenarios |
290 |
|
|
12.4 Conclusion |
294 |
|
|
References |
294 |
|
|
Part III Applications and Interactive Techniques |
300 |
|
|
13 Displacements in Virtual Reality for Sports Performance Analysis |
301 |
|
|
13.1 Introduction |
301 |
|
|
13.1.1 Why Virtual Reality for Sports? |
302 |
|
|
13.1.2 Requirements for Using Virtual Reality for Sports |
306 |
|
|
13.1.3 Some Applications of Virtual Reality for Sports |
307 |
|
|
13.2 Case Study 1: Deceptive Movements in Rugby |
308 |
|
|
13.2.1 Setup |
308 |
|
|
13.2.2 Method |
309 |
|
|
13.2.3 Results |
310 |
|
|
13.2.4 Discussion |
310 |
|
|
13.3 Case Study 2: Wall Configuration for Soccer Free Kicks |
312 |
|
|
13.3.1 Setup |
313 |
|
|
13.3.2 Methods |
314 |
|
|
13.3.3 Results |
315 |
|
|
13.3.4 Discussion |
316 |
|
|
13.4 Conclusion |
316 |
|
|
References |
317 |
|
|
14 Redirected Walking in Mixed Reality Training Applications |
321 |
|
|
14.1 Locomotion in Virtual Environments |
322 |
|
|
14.2 Redirected Walking |
323 |
|
|
14.3 Practical Considerations for Training Environments |
324 |
|
|
14.3.1 Impact of Redirection on Spatial Orientation |
324 |
|
|
14.3.2 Augmenting Effectiveness of Redirected Walking |
325 |
|
|
14.3.3 Designing Experiences for Redirected Walking |
327 |
|
|
14.4 Redirection in Mixed Reality Environments |
328 |
|
|
14.5 Challenges and Future Directions |
330 |
|
|
References |
331 |
|
|
15 VR-Based Assessment and Rehabilitation of Functional Mobility |
334 |
|
|
15.1 VR-Based Assessment and Rehabilitation to Promote Functional Mobility |
337 |
|
|
15.1.1 VR-Based Assessment and Rehabilitation Following Motor Dysfunction |
337 |
|
|
15.1.2 VR-Based Assessment and Rehabilitation Following Visual Dysfunction |
340 |
|
|
15.2 Dynamical Disease and VR-Based Assessment |
342 |
|
|
15.2.1 Dynamic Measures for Assessing Local Functional Mobility Using VR |
343 |
|
|
15.2.2 Dynamic Measures for Assessing Global Functional Mobility Using VR |
345 |
|
|
15.3 Conclusion |
347 |
|
|
References |
348 |
|
|
16 Full Body Locomotion with Video Game Motion Controllers |
352 |
|
|
16.1 Introduction |
352 |
|
|
16.2 Video Game Motion Controllers |
353 |
|
|
16.2.1 Wiimote |
354 |
|
|
16.2.2 Playstation Move |
358 |
|
|
16.2.3 Microsoft Kinect |
360 |
|
|
16.3 Dealing with the Data |
363 |
|
|
16.3.1 Understanding the Data Coming from the Device |
364 |
|
|
16.3.2 Research the Algorithm Options Suited for the Data |
365 |
|
|
16.3.3 Modifying the Models to Address Error and Uncertainty |
369 |
|
|
16.3.4 Applying All the Data Toward a Solution |
370 |
|
|
16.4 Creating an Interface |
371 |
|
|
16.4.1 Challenges |
371 |
|
|
16.4.2 Controlling Travel |
372 |
|
|
16.4.3 Understand Your Design Tradeoffs and Users |
373 |
|
|
16.4.4 Find How People Want to Interact |
374 |
|
|
16.4.5 Compensate For Technology Limitations |
374 |
|
|
16.5 Conclusion |
376 |
|
|
References |
376 |
|
|
17 Interacting with Augmented Floor Surfaces |
378 |
|
|
17.1 Introduction |
378 |
|
|
17.2 Background |
379 |
|
|
17.2.1 Input from the Foot in Human-Computer Interaction |
381 |
|
|
17.2.2 Relevance to Virtual Reality |
382 |
|
|
17.3 Techniques and Technologies |
383 |
|
|
17.3.1 Indirect Optical Sensing |
383 |
|
|
17.3.2 Contact Sensing |
384 |
|
|
17.3.3 Usability |
385 |
|
|
17.4 Case Study: A Distributed, Multimodal Floor Interface |
388 |
|
|
17.4.1 Contact Localization |
388 |
|
|
17.4.2 Virtual Walking on Natural Materials |
391 |
|
|
17.4.3 Floor Touch-Surface Interaction Techniques |
391 |
|
|
17.4.4 Usability of Foot-Floor Touch-Surface Interfaces |
392 |
|
|
17.4.5 Application: Geospatial Data Navigation |
394 |
|
|
17.4.6 Foot-Based Gestures for Geospatial Navigation |
394 |
|
|
17.5 Conclusions |
398 |
|
|
References |
398 |
|
|
Index |
401 |
|