A Walking-in-Place Method for Virtual Reality Using Position and Orientation Tracking

被引:42
作者
Lee, Juyoung [1 ]
Ahn, Sang Chul [1 ,2 ]
Hwang, Jae-In [1 ,2 ]
机构
[1] Korea Inst Sci & Technol, Ctr Imaging Media Res, Seoul 02792, South Korea
[2] Univ Sci & Technol, KIST Sch, Div Nano & Informat Technol, Seoul 02792, South Korea
关键词
position and orientation tracking; head-mounted display; motion analysis; gait; walking-in-place; virtual velocity; virtual reality; IMU;
D O I
10.3390/s18092832
中图分类号
O65 [分析化学];
学科分类号
070302 ; 081704 ;
摘要
People are interested in traveling in an infinite virtual environment, but no standard navigation method exists yet in Virtual Reality (VR). The Walking-In-Place (WIP) technique is a navigation method that simulates movement to enable immersive travel with less simulator sickness in VR. However, attaching the sensor to the body is troublesome. A previously introduced method that performed WIP using an Inertial Measurement Unit (IMU) helped address this problem. That method does not require placement of additional sensors on the body. That study proved, through evaluation, the acceptable performance of WIP. However, this method has limitations, including a high step-recognition rate when the user does various body motions within the tracking area. Previous works also did not evaluate WIP step recognition accuracy. In this paper, we propose a novel WIP method using position and orientation tracking, which are provided in the most PC-based VR HMDs. Our method also does not require additional sensors on the body and is more stable than the IMU-based method for non-WIP motions. We evaluated our method with nine subjects and found that the WIP step accuracy was 99.32% regardless of head tilt, and the error rate was 0% for squat motion, which is a motion prone to error. We distinguish jog-in-place as "intentional motion" and others as "unintentional motion". This shows that our method correctly recognizes only jog-in-place. We also apply the saw-tooth function virtual velocity to our method in a mathematical way. Natural navigation is possible when the virtual velocity approach is applied to the WIP method. Our method is useful for various applications which requires jogging.
引用
收藏
页数:19
相关论文
共 52 条
[1]  
Aukstakalnis S., 2016, PRACTICAL AUGMENTED
[2]  
Bhandari J., 2017, P 23 ACM S VIRT REAL, P18
[3]  
Bouguila L., 2004, P 6 INT C MULT INT, P77, DOI [DOI 10.1145/1027933.1027948, 10.1145/1027933.1027948]
[4]  
Bowman D. A., 2004, 3D user interfaces: Theory and practice
[5]   Point & Teleport Locomotion Technique for Virtual Reality [J].
Bozgeyikli, Evren ;
Raij, Andrew ;
Katkoori, Srinivas ;
Dubey, Rajiv .
CHI PLAY 2016: PROCEEDINGS OF THE 2016 ANNUAL SYMPOSIUM ON COMPUTER-HUMAN INTERACTION IN PLAY, 2016, :205-216
[6]  
Brinks H., REDESIGN OMNIDECK PL
[7]  
Cakmak T., 2014, ACM SIGGRAPH 2014 Emerging Technologies, P1, DOI DOI 10.1145/2614066.2614105
[8]   FOOT BIOMECHANICS DURING WALKING AND RUNNING [J].
CHAN, CW ;
RUDINS, A .
MAYO CLINIC PROCEEDINGS, 1994, 69 (05) :448-461
[9]  
Darken R. P., 1997, Proceedings of the ACM Symposium on User Interface Software and Technology. 10th Annual Symposium. UIST '97, P213, DOI 10.1145/263407.263550
[10]   Motion Control of the CyberCarpet Platform [J].
De Luca, Alessandro ;
Mattone, Raffaella ;
Giordano, Paolo Robuffo ;
Ulbrich, Heinz ;
Schwaiger, Martin ;
Van den Bergh, Michael ;
Koller-Meier, Esther ;
Van Gool, Luc .
IEEE TRANSACTIONS ON CONTROL SYSTEMS TECHNOLOGY, 2013, 21 (02) :410-427