A Makerspace Controller for Seated Hands-Free Locomotion in Virtual Reality

Total Page:16

File Type:pdf, Size:1020Kb

A Makerspace Controller for Seated Hands-Free Locomotion in Virtual Reality Spring Stepper: A Makerspace Controller for Seated Hands-Free Locomotion in Virtual Reality by Christopher Carmichael A thesis submitted to the School of Graduate and Postdoctoral Studies in partial fulfillment of the requirements for the degree of Master of Science in Computer Science Faculty of Science Ontario Tech University Oshawa, Ontario, Canada December 2019 Copyright c Christopher Carmichael, 2019 THESIS EXAMINATION INFORMATION Submitted by: Christopher Carmichael Masters of Science in Computer Science Thesis title: Spring Stepper: A Makerspace Controller for Seated Hands-Free Locomotion in Virtual Reality An oral defense of this thesis took place on November 26, 2019 in front of the following examining committee: Examining Committee: Chair of Examining Committee Dr. Faisal Qureshi Research Supervisor Dr. Alvaro Uribe Quevedo Examining Committee Member Dr. Bill Kapralos Thesis Examiner Dr. Richard W. Pazzi, Ontario Tech University The above committee determined that the thesis is acceptable in form and content and that a satisfactory knowledge of the field covered by the thesis was demonstrated by the candidate during an oral examination. A signed copy of the Certificate of Approval is available from the School of Graduate and Postdoctoral Studies. i Abstract Natural locomotion is crucial for improving presence in a virtual environment (VE), while also reducing simulator sickness. While research in various areas of virtual reality (VR), such as head-mounted displays (HMD) and optical tracking, has been advancing at an unprecedented rate, there is currently a lack of suitable hands-free lo- comotion devices for VR, with most existing locomotion solutions involving complex, high-cost systems. This thesis presents the Spring Stepper, a hands-free, consumer- level seated VR locomotion controller. The presented system is created with open- source readily available development tools, commonly known as "makerspace" tools, such as 3D printing and Arduino, an open electronics platform. The full design and development process of the system is discussed, including analyzing existing litera- ture to gather requirements, and the iterative design process to create the prototype. Finally, the prototype was validated through user testing by comparing it to exist- ing consumer-level seated VR locomotion devices for speed, ability to allow accurate hand interactions, and usability. Keywords: virtual reality; locomotion; makerspace ii Author's Declaration I hereby declare that this thesis consists of original work of which I have authored. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I authorize the University of Ontario Institute of Technology to lend this thesis to other institutions or individuals for the purpose of scholarly research. I further authorize University of Ontario Institute of Technology to reproduce this thesis by photocopying or by other means, in total or in part, at the request of other institutions or individuals for the purpose of scholarly research. I understand that my thesis will be made electronically available to the public. The research work in this thesis that was performed in compliance with the reg- ulations of Ontario Tech's Research Ethics Board under REB Certificate 15314. Christopher Carmichael iii Statement of Contributions Part of the work described in Chapter 3 has been published as: M. Valdez Balderas, C. Carmichael, B. Ko, A. Nova, A. Tabafunda, and A. Uribe- Quevedo, \A Makerspace Foot Pedal and Shoe Add-On for Seated Virtual Reality Locomotion," in 2019 IEEE 9th International Conference on Consumer Electronics (ICCE-Berlin), 2019. I worked on the design of the shoe add-on, designed and developed the experiment and the test simulation, and wrote part of the manuscript for the above paper. I hereby certify that I am the sole author of the rest of the content of this thesis. I have used standard referencing practices to acknowledge ideas, research techniques, or other materials that belong to others. iv Acknowledgements First, I would like to thank my supervisor, Dr. Alvaro Uribe Quevedo, for giving me the opportunity to pursue this research, and for his invaluable insight and guidance throughout the course of this degree. It was always a pleasure to have our meetings, which seemed to always end in conversations about games, anime, or cool new tech. I would also like to thank Angela Tabafunda, Bill Ko, and Atiya Nova for their help during the Games Hardware / User Interface Technology course group project. Without you three, the Home Hiker would not exist. Thanks to all my friends in the GAMER Lab, you guys made this degree so much more fun. Thanks also to all my friends outside the lab, you made sure I still had a social life outside of my research. Special thanks to Zac Hills, Mike Chan, David Arppe, Claire Salati, and Matt Rabski for being such awesome friends, I know I've come to all of you many times for support and you were always there for me. I definitely wouldn't have been able to finish this degree without you guys. Finally, I would like to thank my family, especially my parents, Mary and James Carmichael. You guys have supported me through my awful life choices, and I know it couldn't have been easy. You always encouraged me to finish what I started, and I definitely wouldn't have gotten this far without you. v Contents Abstract ii Author's Declaration iii Statement of Contributions iv Acknowledgementsv Contents vi List of Figures ix List of Tables xi Abbreviations xii 1 Introduction1 1.1 Context .................................. 1 1.2 Problem Statement............................ 4 1.3 Justification................................ 4 1.4 Research Questions............................ 4 1.5 Objective ................................. 5 1.6 Methodology ............................... 5 1.7 Document Structure ........................... 6 2 Related Works8 2.1 Single-Directional Treadmills....................... 8 2.2 Omni-Directional Treadmills....................... 10 2.3 Walking in Place ............................. 12 2.4 Sliding-Based Surfaces .......................... 15 2.5 Stepping Systems............................. 17 2.6 Miscellaneous............................... 19 2.6.1 Spherical Systems......................... 20 2.6.2 Robotic Tiles ........................... 20 vi 2.6.3 Redirected Walking........................ 21 2.6.4 Hand-Based Techniques ..................... 21 2.6.5 Locomotion Techniques for Seated VR ............. 22 2.7 Summary ................................. 23 3 Development 25 3.1 Plank Device ............................... 26 3.1.1 Hardware ............................. 26 3.1.2 Software.............................. 27 3.1.3 Analysis & Conclusion...................... 28 3.2 Seat Controller .............................. 29 3.2.1 Hardware ............................. 29 3.2.2 Software.............................. 31 3.2.3 Analysis & Conclusion...................... 32 3.3 Home Hiker................................ 33 3.3.1 Hardware ............................. 35 3.3.2 Software.............................. 35 3.3.3 Preliminary Study ........................ 36 3.3.4 Conclusion............................. 39 3.4 Spring Stepper .............................. 39 3.4.1 Hardware ............................. 41 3.4.2 Software.............................. 41 4 Experiment Design 43 4.1 Research Questions and Hypotheses................... 43 4.2 Participants................................ 44 4.3 Setup.................................... 44 4.4 Procedure................................. 46 4.5 Data Collection.............................. 47 5 Results 49 5.1 Analysis Method ............................. 49 5.2 Time-To-Completion........................... 50 5.2.1 ANOVA Precondition Tests ................... 50 5.2.2 Statistical Significance...................... 50 5.2.3 Results............................... 51 5.3 Shot Accuracy............................... 52 5.3.1 ANOVA Precondition Tests ................... 52 5.3.2 Statistical Significance...................... 52 5.3.3 Results............................... 52 5.4 System Usability Scale.......................... 53 5.4.1 ANOVA Precondition Tests ................... 53 5.4.2 Statistical Significance...................... 54 vii 5.4.3 Results............................... 54 5.5 Qualitative Data ............................. 54 5.6 Discussion................................. 55 6 Conclusion 58 6.1 Contributions............................... 60 6.2 Future Work................................ 60 Bibliography 63 A Pseudocode 71 A.1 PhidgetsComponent ........................... 71 A.2 ArduinoPressureSensors ......................... 72 A.3 ArduinoComponent............................ 73 A.4 HomeHikerArduino............................ 73 A.5 SpringStepperArduino .......................... 74 B Circuit Diagrams 75 B.1 Seat Controller and Home Hiker Circuit ................ 75 B.2 Spring Stepper Circuit.......................... 76 C Blueprints 77 C.1 Home Hiker Blueprints.......................... 77 C.2 Spring Stepper Blueprints ........................ 80 D Study Materials 82 D.1 Recruitment Script............................ 82 D.2 Consent Form............................... 83 D.3 Pre-Test Demographic Survey...................... 85 D.4 System Usability Scale.......................... 86 D.5 Verbal Thank-You Script......................... 87 viii List of Figures 3.1 The first design iteration.......................... 27 3.2 Phidgets Bridge Interface
Recommended publications
  • Introduction to Mixed Reality
    Introduction to Mixed Reality Jung Lee Contents • Basic Principles of MR • Application Examples • MR Devices • Discussion 2017/4/17 | # 2 Who Am I? 2017/4/17 | # 3 Virtual Reality, VR • Virtual space with only artificial entities Inception, 2010 2017/4/17 | # 4 Augmented Reality, AR • Real world overlapped with virtual entities . + interaction among them Harry Potter & the Order of the Phoenix, 2007 2017/4/17 | # 5 What is Augmented Reality? 2017/4/17 | # 6 What is Augmented Reality? • Definition by Ronald Azuma, 1997 . Real world with virtual entities . Interactive in real-time . Placed in 3D Augmented Reality Car 2017/4/17 | # 7 Mixed Reality Continuum • Combinations of the real and virtual worlds Mixed Reality Augmented Augmented Virtual Reality Reality Virtuality Reality 2017/4/17 | # 8 MIT Sixth Sense (Pranav Mistry, TED 2009) • Prototype for the future AR concept 2017/4/17 | # 9 Basic Principles of MR Basic Principle of VR • Binocular disparity . Difference between images seen from both eyes 2017/4/17 | # 11 2017/4/17 | # 12 Basic Roles of AR Components • User . Observes the AR display and . Changes the viewpoint • System . Tracks the user’s viewpoint, . Registers the virtual content in the real world, and . Presents situated visualization 2017/4/17 | # 13 Application Examples Virtual Try-On FXMirror, FXGear 2017/4/17 | # 15 VR Therapy : Arachnophobia • Realistic movement of a virtual spider . Relatively weak immersion into the situation 2017/4/17 | # 16 VR Therapy : PTSD • Soldiers, fire fighters, policemen, victims of sexual assaults, etc. Repeating the similar situations 2017/4/17 | # 17 Sport Broadcast Visualization 2017/4/17 | # 18 AR Browser • Superimposes points of interest on a live video Yelp Monocle 2017/4/17 | # 19 Translation • Spontaneous translations of text .
    [Show full text]
  • Arxiv:1809.01578V2 [Cs.RO] 4 Apr 2019 World
    Telexistence and Teleoperation for Walking Humanoid Robots Mohamed Elobaid1, Yue Hu1, Giulio Romualdi12, Stefano Dafarra12, Jan Babic3, and Daniele Pucci1 1 Fondazione Istituto Italiano di Tecnologia, 16163 Genova, Italy [email protected] 2 DIBRIS, Universit`adegli studi di Genova, 16163 Genova, Italy 3 Jo~zefStefan Institute, Jamova cesta 39, 1000 Ljubljana, Slovenia [email protected] Abstract. This paper proposes an architecture for achieving telexis- tence and teleoperation of humanoid robots. The architecture combines several technological set-ups, methodologies, locomotion and manipula- tion algorithms in a novel manner, thus building upon and extending works available in literature. The approach allows a human operator to command and telexist with the robot. Therefore, in this work we treat aspects pertaining not only to the proposed architecture structure and implementation, but also the human operator experience in terms of ability to adapt to the robot and to the architecture. The proprioception aspects and embodiment of the robot are studied through specific exper- imental results, which are treated in a high-level manner. Application of the proposed architecture and experiments incorporating user train- ing and experience are addressed using an illustrative bipedal humanoid robot, namely the iCub robot. Keywords: Teleoperation, Humaniods, Telexistance 1 Introduction With the advancements in the field of robotics, teleoperation is no longer seen just as a mean of manipulating a device remotely, but also as a possible mean for telexistence, i.e. giving a real-time sensation to a human being to be in another place, strictly speaking in the context we are considering, a place in the real arXiv:1809.01578v2 [cs.RO] 4 Apr 2019 world.
    [Show full text]
  • A Study of Body Gestures Based Input Interaction for Locomotion in HMD-VR Interfaces in a Sitting Position
    Report: State of the Art Seminar A Study of Body Gestures Based Input Interaction for Locomotion in HMD-VR Interfaces in a Sitting Position By Priya Vinod (Roll No: 176105001) Guided By Dr. Keyur Sorathia Department of Design Indian Institute of Technology, Guwahati, Assam, India 1 Table of Contents 1. Abstract 4 2. Introduction to VR 5 3. Navigation in VR 5 3.1. Definition of Navigation 5 3.2. Importance of Navigation in VR 6 3.3. Taxonomy of virtual travel techniques 8 3.4. Quality Factors of effective travel techniques 8 4. The Literature on Categories of Travel Techniques 8 4.1. Artificial Locomotion Techniques 9 4.2. Natural Walking Techniques 9 4.2.1. Repositioning Systems 9 4.2.2. Redirected Walking 10 4.2.3. Proxy Gestures 11 5. Literature review on Proxy Gestures for Travel in VR 13 5.1. Standing Based Natural Method of Travel in VR 13 5.1.1. Issues in Standing Position for travel in VR 15 5.2. Sitting Based Natural Method of Travel in VR 16 5.2.1. Research Gap in sitting based natural method of travel 21 6. Research Questions 22 7. Methodology 22 8. References 23 2 Figures Figure 1 Taxonomy of Virtual Travel Techniques. Figure 2 Nilsson, Serafin, and Nordahl’s (2016b) taxonomy of virtual travel techniques. Figure 3 Artificial Locomotion Techniques. Figure 4 Three categories of natural walking techniques. Figure 5 Four examples of repositioning systems: (a) a traditional linear treadmill, (b) motorized floor tiles, (c) a human-sized hamster ball, and (d) a friction-free platform.
    [Show full text]
  • Jauktās Realitātes Izmantošana Tūrisma Produktu Veidošanā”
    Vidzemes Augstskolas Sabiedr ības zin ātņu fakult āte bakalaura darbs Jauktās realitātes izmantošana tūrisma produktu veidošanā Tūristu gidu – ce ļojumu unpas ākumu organizatora studiju programmas pilna laika studiju 4.kursa students Armands Jēgers Darba vad ītāja Lektore, Mg.man. Zane Kudure Valmiera 2017 Saturs Saīsinājumi ................................................................................................................................................ 4 Kopsavilkums............................................................................................................................................ 5 Summary ................................................................................................................................................... 6 Pезюме ...................................................................................................................................................... 7 Ievads ........................................................................................................................................................ 8 1. Realitāšu veidi ..................................................................................................................................... 10 1.1.Virtuālā realitāte ............................................................................................................................ 10 1.2. Papildinātā virtualitāte .............................................................................................................. 11
    [Show full text]
  • Sustav Za Praćenje Utjecaja Stresnog Okruženja Računalne Igre Na Kognitivne Sposobnosti Čovjeka System for Monitoring the Im
    SVEUČILIŠTE U ZAGREBU FAKULTET ELEKTROTEHNIKE I RAČUNARSTVA DIPLOMSKI RAD br. 1040 SUSTAV ZA PRAĆENJE UTJECAJA STRESNOG OKRUŽENJA RAČUNALNE IGRE NA KOGNITIVNE SPOSOBNOSTI ČOVJEKA SYSTEM FOR MONITORING THE IMPACT OF STRESSFUL COMPUTER GAME ENVIRONMENT ON HUMAN COGNITIVE CAPABILITIES Ana Stepić Zagreb, June 2013 Table of Contents 1. Introduction .................................................................................................... 5 2. Application Design ......................................................................................... 7 2.1. Tutorial ..................................................................................................... 8 2.2. Main Level ............................................................................................... 9 3. Development .................................................................................................. 9 3.1. Unity ........................................................................................................ 9 3.2. Main Gameplay Implementation ............................................................ 10 3.3. User Interface & Input Implementation .................................................. 11 3.4. Audio Playback ...................................................................................... 13 3.4.1. Dialogue .......................................................................................... 14 3.5. Tutorial Scene ........................................................................................ 15 3.6.
    [Show full text]
  • Vr Training for Enterprise
    VR TRAINING FOR ENTERPRISE Everything you need to know to develop and deploy successful Virtual Reality training solutions into your business or organisation. © 2019 SPEARHEAD INTERACTIVE LIMITED INTRODUCTION If you’re interested in the ways in which Virtual Reality can be added to your training program, then this guide is for you. Whilst the resurgence of VR began back in 2013, there is still a lot of mysticism and ambiguity around exactly what the art of the possible may be across multiple areas of commercial operation – from design and planning, consultation and feedback, process management, digital transformation and data visualisation. Through this guide, we aim to educate and inform on the specifics of utilising VR Training for enterprise; specifically: - Outlining technology and software options - Demonstrating tangible benefits - Offering insights to ensure you’re working with the right developer - Developing your business case - De-risking any investment - Ensuring a successful engagement / outcome This guide has been written by the award-winning team at Spearhead Interactive based on over 10 years of experience developing and deploying real-time 3D and immersive / interactive technologies within enterprise and B2B sectors. We would be delighted to assist you as you explore this exciting new era of immersive training. If you have any further questions around discovery, development or deployment, please contact [email protected] or call +44 (0) 1642 689 4187. V1.0 February 2019 © 2019 Spearhead Interactive Limited Page 2 of 33 http://www.spearheadinteractive.com CONTENTS 1. What is VR? ……………………………… 4 2. Benefits of using VR for Training ……………………………… 5 3. Types of VR ……………………………… 6 3.1.
    [Show full text]
  • Locomotion and Telepresence in Virtual and Real Worlds
    Locomotion and Telepresence in Virtual and Real Worlds Alessandro Spada, Marco Cognetti, Alessandro De Luca Dipartimento di Ingegneria Informatica, Automatica e Gestionale Sapienza University of Rome, Italy {spada.aless}@gmail.com, {cognetti,deluca}@diag.uniroma1.it Abstract. We present a system in which a human master commands in a natural way the locomotion of a humanoid slave agent in a vir- tual or real world. The system combines a sensorized passive locomotion platform (Cyberith Virtualizer) for the walking human, the V-REP sim- ulation environment, an Aldebaran Nao humanoid robot with on-board vision, and a HMD (Oculus Rift) for visual feedback of the virtual or real scene. Through this bidirectional human-robot communication, the human achieves a telepresence that may be useful in different application domains. Experimental results are presented to illustrate the quality and limits of the achieved immersive experience for the user. Keywords: telerobotic systems, personal and entertainment robots 1 Introduction Nowadays technology allows a convergence of different, but related domains such as telerobotics [1], wearable haptics [2] and locomotion interfaces [3], virtual and augmented reality [4, 5], and human-robot cognitive and physical interaction [6]. As a result, real or virtual objects can be tele-manipulated by haptic interfaces with force feedback, visual and tactile human perception can be enhanced by augmented virtual features, remote navigation can be realized by transferring human locomotion, and so on. While the entertainment field remains a major market offering to the public new devices to enrich multimedia experience, new application areas such as search & rescue, medicine, or arts and cultural e-visits are emerging, in which the human user can benefit from interacting with a remote scene by seeing, feeling, manipulating, and moving freely inside of it.
    [Show full text]
  • Yti La Er La Ut Ri V Ro Ft Ikl Oo T a Tn E M Po Le Ve D Er a Wt Fo S
    Department of Computer Science This thesis investigates challenges specific to VR software development, and explores 2A 0aD 6/l1tD o7 - A Toolkit for Virtual Reality methodology for such research. The thesis includes some of the earliest quantitative analysis on VR software development Software Development challenges, identifies the most severe Tuukka M. Takala development issues, and proposes solutions Investigating Challenges, Developers, and Users to them. This has implications on how VR software development could be eased. The analysis is based on data collected from 132 developers of VR application programs, which forms the backbone of the Tuukka M. Takala research. The thesis introduces RUIS, a software toolkit for facilitating hobbyist innovation by simplifying the development of VR application programs that rely on immersive displays and spatial interaction devices. Case studies employing VR application programs created with RUIS are included, describing different ways how 3D user interfaces can affect the experience and performance of VR software users. A T oolkit for Virtual R eality Softw are D evelop m ent ISBN 978-952-60-7245-6 (printed) BUSINESS + ISBN 978-952-60-7244-9 (pdf) ECONOMY ISSN-L 1799-4934 ISSN 1799-4934 (printed) ART + ISSN 1799-4942 (pdf) DESIGN + ARCHITECTURE Aalto University School of Science SCIENCE + Department of Computer Science TECHNOLOGY www.aalto.fi CROSSOVER DOCTORAL 9HSTFMG*ahcefg+ DOCTORAL DISSERTATIONS DISSERTATIONSA alto U niversity 2017 Aalto University publication series DOCTORAL DISSERTATIONS 6/2017 A Toolkit for Virtual Reality Software Development Investigating Challenges, Developers, and Users Tuukka M. Takala A doctoral dissertation completed for the degree of Doctor of Science (Technology) to be defended, with the permission of the Aalto University School of Science, at a public examination held at the lecture hall T2 of the school on 27th of January 2017 at noon.
    [Show full text]
  • Virtual and Augmented Reality Hannes Kaufmann
    Hannes Kaufmann Virtual and Augmented Reality Hannes Kaufmann Interactive Media Systems Group (IMS) Institute of Software Technology and Interactive Systems Hannes Kaufmann Overview • Introduction, Applications • Input Devices & Tracking • Output Devices – Displays, Haptics,… • 3D Graphics Hardware • Scene graphs, AR/VR Framework,... • 3D Interaction • Usability, Evaluations • Current Research 2 Hannes Kaufmann Introduction - Overview • Terms and Definitions • History of VR • Application areas and examples 3 Hannes Kaufmann Types of Virtual Realities 4 5 6 7 Head Mounted Displays (HMD)... 8 Hannes Kaufmann KEY ELEMENTS . Immersion . Interactivity 9 Hannes Kaufmann Virtual Reality – Definitions „The computer-generated simulation of a three- dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment.” “Virtual reality is an artificial environment that is created with software and presented to the user in such a way that the user suspends belief and accepts it as a real environment.” • Immersive • Artificial • Interactive 10 Vision: Holodeck Hannes Milgram’s Reality-Virtuality Kaufmann Continuum (1994) Mixed Reality Real Augmented Augmented Virtual Environment Reality (AR) Virtuality (AV) Environment Adapted from Milgram, Takemura, Utsumi, Kishino. Augmented Reality: A class of displays on the reality-virtuality continuum Hannes Kaufmann Augmented Virtuality Enhancing the virtual world by pictures/textures/models of the real world 12 Hannes Kaufmann Augmented
    [Show full text]
  • Immersion Und Interaktion in Virtual Reality Anwendungen
    Universität Leipzig Wirtschaftswissenschaftliche Fakultät Institut für Wirtschaftsinformatik Professur Informationsmanagement Studiengang „Mobile Marketing“ (M. Sc.) 2013/2015 an der Leipzig School of Media Master Thesis zum Thema Immersion und Interaktion in Virtual Reality Anwendungen Betreuender Hochschullehrer: Prof. Dr. Bogdan Franczyk Betreuender Dozent: Dr.-Ing. Jörg Niesenhaus Zweitprüfer: Stefan Stumpp, M. A. Bearbeiter: Christian Kaulich Am Gemeindehaus 12 44225 Dortmund 4. Semester Eingereicht am: 30. September 2015 Gliederung I Gliederung Gliederung ............................................................................................................................ I Abbildungsverzeichnis ...................................................................................................... IV Tabellenverzeichnis .......................................................................................................... VII Abkürzungsverzeichnis .................................................................................................... IX Einleitung .............................................................................................................................. 1 1 Definition von Virtual Reality (VR) ........................................................................... 3 2 Die Anfänge von Virtual Reality ................................................................................ 5 3 Immersion ....................................................................................................................
    [Show full text]
  • Evaluating the User Experience of Omnidirectional VR Walking
    Entertainment Computing 34 (2020) 100352 Contents lists available at ScienceDirect Entertainment Computing journal homepage: www.elsevier.com/locate/entcom Evaluating the user experience of omnidirectional VR walking simulators T ⁎ Kyle Hooksa, Wesley Fergusona, Pedro Morillob, , Carolina Cruz-Neiraa a Emerging Analytics Center (EAC), University of Arkansas at Little Rock (UALR), Little Rock, AR 72204 USA b Computer Science Department, University of Valencia, 46980 Paterna, Valencia, Spain ARTICLE INFO ABSTRACT Keywords: Omnidirectional treadmills (ODTs) have been traditionally proposed as a promising solution for users’ naviga- Comparative study tion in large-scale virtual environments. These mechanical devices enable users to perform locomotive motion HCI – Human Computer Interaction with 360-deg freedom, while keeping their position fixed in the physical world. However, most locomotion High immersive environments approaches based on omnidirectional treadmills have presented either high acquisition or maintenance costs, User interfaces being the capabilities of the general public, or a limited reliability. In this paper, we present a comparative Virtual reality usability and acceptance study with real users evaluating the two most common approaches for the development VR platforms Omnidirectional treadmills of this type of Virtual Reality (VR) walking simulators, whether flat-based or bowl-based omnidirectional treadmills. The results of our study indicate that both design alternatives accomplish a similar performance and can be considered
    [Show full text]
  • Locomotion and Telepresence in Virtual and Real Worlds Alessandro Spada, Marco Cognetti, Alessandro De Luca
    Locomotion and Telepresence in Virtual and Real Worlds Alessandro Spada, Marco Cognetti, Alessandro de Luca To cite this version: Alessandro Spada, Marco Cognetti, Alessandro de Luca. Locomotion and Telepresence in Virtual and Real Worlds. Springer Proceedings in Advanced Robotics. Locomotion and Telepresence in Virtual and Real Worlds, pp.85-98, 2019, 10.1007/978-3-319-89327-3_7. hal-02265284 HAL Id: hal-02265284 https://hal.inria.fr/hal-02265284 Submitted on 9 Aug 2019 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Locomotion and Telepresence in Virtual and Real Worlds Alessandro Spada, Marco Cognetti, Alessandro De Luca Dipartimento di Ingegneria Informatica, Automatica e Gestionale Sapienza University of Rome, Italy {spada.aless}@gmail.com, {cognetti,deluca}@diag.uniroma1.it Abstract. We present a system in which a human master commands in a natural way the locomotion of a humanoid slave agent in a vir- tual or real world. The system combines a sensorized passive locomotion platform (Cyberith Virtualizer) for the walking human, the V-REP sim- ulation environment, an Aldebaran Nao humanoid robot with on-board vision, and a HMD (Oculus Rift) for visual feedback of the virtual or real scene.
    [Show full text]