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Frank Steinicke Yon Visell Jennifer Campos Anatole Lécuyer Editors Human Walking in Virtual Environments Perception, Technology, and Applications Human Walking in Virtual Environments Frank Steinicke Yon Visell • Jennifer Campos Anatole Lécuyer • Editors Human Walking in Virtual Environments Perception, Technology, and Applications 123 Editors Frank Steinicke JenniferCampos Universityof Würzburg TorontoRehabilitation Institute Würzburg Universityof Toronto Germany Toronto, ON Canada YonVisell Electrical andComputer Engineering Anatole Lécuyer Department NationalInstituteforResearchinComputer DrexelUniversity Science and Control(INRIA) Philadelphia, PA Rennes USA France ISBN 978-1-4419-8431-9 ISBN 978-1-4419-8432-6 (eBook) DOI 10.1007/978-1-4419-8432-6 SpringerNewYorkHeidelbergDordrechtLondon LibraryofCongressControlNumber:2013937207 (cid:2)SpringerScience+BusinessMediaNewYork2013 Thisworkissubjecttocopyright.AllrightsarereservedbythePublisher,whetherthewholeorpartof the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation,broadcasting,reproductiononmicrofilmsorinanyotherphysicalway,andtransmissionor informationstorageandretrieval,electronicadaptation,computersoftware,orbysimilarordissimilar methodology now known or hereafter developed. Exempted from this legal reservation are brief excerpts in connection with reviews or scholarly analysis or material supplied specifically for the purposeofbeingenteredandexecutedonacomputersystem,forexclusiveusebythepurchaserof thework.Duplicationofthispublicationorpartsthereofispermittedonlyundertheprovisionsofthe CopyrightLawofthePublisher’slocation,initscurrentversion,andpermissionforusemustalwaysbe obtained from Springer. Permissions for use may be obtained through RightsLink at the Copyright ClearanceCenter.ViolationsareliabletoprosecutionundertherespectiveCopyrightLaw. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publicationdoesnotimply,evenintheabsenceofaspecificstatement,thatsuchnamesareexempt fromtherelevantprotectivelawsandregulationsandthereforefreeforgeneraluse. While the advice and information in this book are believed to be true and accurate at the date of publication,neithertheauthorsnortheeditorsnorthepublishercanacceptanylegalresponsibilityfor anyerrorsoromissionsthatmaybemade.Thepublishermakesnowarranty,expressorimplied,with respecttothematerialcontainedherein. Printedonacid-freepaper SpringerispartofSpringerScience+BusinessMedia(www.springer.com) Foreword Walking, strutting, running, shuffling, tiptoeing, climbing, or pirouetting—people move on foot through an impressive variety of activities and contexts. Not sur- prisingly, there has been a keen scientific awareness and a growing body of knowledge surrounding ways that people execute tasks involving locomotion and how they perceive their environment and its contents during the course of movement on foot. In parallel, locomotion is increasingly seen as a natural and promising means of moving in virtual environments. A number of important questions pertain to how virtual walking may be afforded in new computational systems and how self-motion is affected and perceived in virtual environments. Finally, there is a growing consensus that locomotion in augmented and virtual reality environments may be relevant to a wide range of emerging applications, from immersive training simulations, to entertainment and video games. This book concerns the science and engineering of walking in virtual environ- ments. It is an attempt to bring together, for the first time in one volume, contri- butionsfromagrowinginterdisciplinarybodyofknowledgeonhumanself-motion perception, the multisensory nature of walking, conceptual design approaches, current technologies, and applications. The use of VR and movement simulation systemsisbecomingpopularandmoreaccessiblewithinavarietyofresearchfields andapplications.Manyoftherelevantsimulationtechnologiesinitiallyfocusedon developing realistic, interactive visual environments. However, it is becoming apparent that our everyday interactions are highly multisensory. Therefore, investigators are beginning to understand the critical importance of walking interfacesthatcanallowforrealistic,naturalbehaviors.Thisbookaimstopresent an overview of what is currently understood about human perception and perfor- mancewhenmovinginvirtualenvironmentsandtosituateitrelativetothebroader scientificandengineering literature onhumanlocomotionandwalkinginterfaces. Thecontentsincludescientificbackgroundandrecentempiricalfindingsrelatedto biomechanics, selfmotion perception, and physical interactions. The book also discusses conceptual approaches to multimodal sensing, display systems, and interactionforwalkinginrealandvirtualenvironments.Finally,itpresentscurrent v vi Foreword andemergingapplicationsinareassuchasgaitandposturerehabilitation,gaming, sports, andarchitecturaldesign. The organization of this book largely reflects the level of interdisciplinarity of the topical area it addresses,touching on aspects related tohuman perceptionand action, virtual reality technologies, and their applications in human–computer interaction design, immersive simulation, health care, and entertainment. Walking as Perception and Action Locomotioncanbeseentoservetwokeytasks:thoseofmovementandofsensory awareness, i.e., ofaction and perception. On onehand,the mostbasic functionof walking might be said to be that of self-motion. A hallmark of our species is that we travel, stand, and otherwise negotiate our surroundings in a mostly bipedal manner. We do so over a range of different speeds, with different manners, and followingdifferentpatternsthataredependentonthetaskathandandthewayitis performed.Beyondself-motion,wewalkinordertohavealookaround,surveying our surroundings as we navigate, and generating a great deal of multisensory information about the world. The act of locomotion is intimately tied to the ways that we perceive the ambient spaces and ground surfaces that we traverse. Stable and efficient locomotion is itself known to require the gathering of information aboutthegroundservingassupport,andalargeamountofsensoryinformationis likely to be available for this purpose. Apedestrianreceivesvisualinformationviatheeyes,soundinformationviathe auditorychannel,hapticinformationviathesenseoftouch,andinformationabout movementsofthemusclesandjointsviatheproprioceptivesense.Thesemultiple sensory inputs are integrated in the formation of coherent percepts about the contentsandactivitiesofspaceandthepedestriansownmotioninit.Walkingthus involves a rangeofhumansensoryandmotorfaculties,andthe neural processing apparatus that supports them. When walkers are enabled to navigate within virtual environments, additional factors come into play, including limitations in the presentation of virtual 3D scenes, or to the coupling of body movements that change with perspective and distance.SeveralofthesequestionsareaddressedinPartIofthebook.InChap.1 WallerandHodgsondescribehowspatialknowledgeofone’senvironmentduring navigation is informed by external (e.g., visual and auditory), internal (e.g., ves- tibular and proprioception), and cognitive (e.g., attention) sources and the impli- cations for movement simulation. In Chap. 2 Riecke and Schulte-Pelkum summarize multimodal effects on the illusion of self-motion (i.e., vection) and waysinwhichvarioussensoryinputscanbeexploitedtomaximizethisillusionin themostefficientwaypossible.InChap.3,MultonandOlivierreviewindetailthe most current literature describing the biomechanical characteristics of walking in real and virtual environments. In Chap. 4 Fajen explores locomotion from the ecologicalperspectivebyconsideringone’sperceptionofaffordancesduringtasks Foreword vii such as obstacle avoidance and wayfinding. InChap. 5,Ruddle considersthe role andimportanceofbody-basedcuesduringtranslationalandrotationalmovements when interactingwithinvirtual environments ofvariousscales (model, small,and largescale).Finally,inChap.6,Frissenetal.,summarizeacollectionofresearch focusing on the biomechanics of natural walking, the interactions of propriocep- tive and vestibular inputs during curvilinear walking, and the characteristics of unconstrained large-scale walking, all with the intention of illuminating the development and testing of a unique omnidirectional treadmill (the Cyberwalk). Technologies for Virtual Walking Experiences Just aswalking is fundamental toournegotiation ofnatural environments,it is of increasing relevance to interactions with computational systems. From Star Treks holodeck,toWilliamGibsonscyberspace,theideathatpeoplecouldmovethrough virtualenvironments via seamless andnatural-seemingbody movements has long been a staple of science fiction and futurist thinking. However, the potential of realizingsuchexperienceswithinreallaboratorysettingshasonlyrecentlybecome feasible, due to advances in multimodal 3D display technologies, sensing, and robotic motion simulators. Other contemporary interactive paradigms have emerged as well, including the superposition or mixing of components of virtual worlds within real environments, or via novel body-scale human interactive devices. PartIIofthisbooksurveysarangeoftechnologicalchallengesthatarisewhen designingvirtualwalkingexperiences,andsomeofthepredominantsolutionsthat have emerged in the last few years. In Chap. 7, Steed and Bowman review the displaysandinteractiondevicesthatcanbeutilizedforvirtualtravel,rangingfrom desktop to fully immersive visual displays, and hand-held devices to motion tracking systems. In Chap. 8, Multon describes the most popular methods and algorithmsusedtoevaluatetheparametersandmainpropertiesofhumanwalking (e.g., step length, joint angles, or ground reaction forces). In Chap. 9, Iwata pro- vides an extensive survey of locomotion interfaces, i.e., mechanical devices for creating artificial sensations of physical walking, categorizing them into four types: sliding shoes, treadmills, foot-pads, and robotic tiles. In Chap. 11, Whitton and Peck focus on stepping-driven locomotion techniques (walking-in-place and real-walking interfaces) which do not include treadmills or other mechanical devices and are driven by the users’ actual stepping motions to convert those values into viewpoint movement between frames. In Chap. 10, Bruder and Steinicke explain how to implement virtual walking in virtual environments, via differentstrategiesthatallowuserstoactuallymovethroughtherealworld,using physical displacements that are mapped to motions of the camera in the virtual environment (VE) in order to support unlimited omnidirectional walking. Lastly, in Chap. 12, Marchal et al., address the multimodal rendering of walking over viii Foreword virtual ground surfaces, and how to model, simulate, and incorporate haptic, acoustic, and graphic rendering to enable truly multimodal walking experiences. Applications of Virtual Walking Beyondthebasicscientificandtechnologicalissuesaddressedinthefirsttwoparts of the book lies the basic question of why, and for what purposes, it may be desirable to design interactive experiences of virtual walking. From one stand- point, this remains a nascent field of research and development, and, as has been seen in other domains that have emerged on large scales in recent decades (e.g., mobile computing), many of the applications that ultimately take hold may be difficult to foresee from the present, early state of development. Nonetheless, a numberofbroaddomainsofpotentialapplicationcanbeidentified,relatedtoareas such as human–computer interaction design, immersive simulation, health care, and entertainment. Thus, Part III of the book presents a number of interactive techniques and application scenarios that have been subjects of recent research. In Chap. 13 of Part III, Kulpa, Bideau, and Brault describe the implementation of techniques for allowingathletestointeractviamovementsinvirtualsportssetting,andhowthese interactions may be useful for understanding sports performance. In Chap. 14, Suma, Krum, and Bolas describe the use of redirected walking techniques in the designofimmersivesimulationtrainingenvironments.InChap.15,Kiefer,Rhea, and Warren review current applications of VR for clinical assessment and reha- bilitationoflocomotorbehavior.InChap.16,Williamson,Wingrave,andLaViola present a number of techniques and issues related to using low-cost video game controllers to design affordances for self-motion in virtual environments. Finally, in Chap. 17, Visell and Cooperstock review the state of the art and future direc- tions in human–computer interaction design for computationally augmented floor surfaces. It is hoped that this diverse collection, organized under the broad umbrella of virtual walking, a topic that was essentially unaddressed in the research literature just two decades ago, may prove interesting for researchers in related fields of engineering, computing, perception, and the movement sciences, and further, that the many challenges that remain may suggest interesting directions for future research. Yon Visell Frank Steinicke Jennifer Campos Anatole Lécuyer Contents Part I Perception 1 Sensory Contributions to Spatial Knowledge of Real and Virtual Environments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 David Waller and Eric Hodgson 2 Perceptual and Cognitive Factors for Self-Motion Simulation in Virtual Environments: How Can Self-Motion Illusions (‘‘Vection’’) Be Utilized?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Bernhard E. Riecke and Jörg Schulte-Pelkum 3 Biomechanics of Walking in Real World: Naturalness we Wish to Reach in Virtual Reality. . . . . . . . . . . . . . . . . . . . . . 55 Franck Multon and Anne-Hélène Olivier 4 Affordance Perception and the Visual Control of Locomotion . . . 79 Brett R. Fajen 5 The Effect of Translational and Rotational Body-Based Information on Navigation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 Roy A. Ruddle 6 Enabling Unconstrained Omnidirectional Walking Through Virtual Environments: An Overview of the CyberWalk Project. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 Ilja Frissen, Jennifer L. Campos, Manish Sreenivasa and Marc O. Ernst ix x Contents Part II Technologies 7 Displays and Interaction for Virtual Travel. . . . . . . . . . . . . . . . . 147 Anthony Steed and Doug A. Bowman 8 Sensing Human Walking: Algorithms and Techniques for Extracting and Modeling Locomotion . . . . . . . . . . . . . . . . . . 177 Franck Multon 9 Locomotion Interfaces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199 Hiroo Iwata 10 Implementing Walking in Virtual Environments . . . . . . . . . . . . . 221 Gerd Bruder and Frank Steinicke 11 Stepping-Driven Locomotion Interfaces. . . . . . . . . . . . . . . . . . . . 241 Mary C. Whitton and Tabitha C. Peck 12 Multimodal Rendering of Walking Over Virtual Grounds. . . . . . 263 Maud Marchal, Gabriel Cirio, Yon Visell, Federico Fontana, Stefania Serafin, Jeremy Cooperstock and Anatole Lécuyer Part III Applications and Interactive Techniques 13 Displacements in Virtual Reality for Sports Performance Analysis. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 299 Richard Kulpa, Benoit Bideau and Sébastien Brault 14 Redirected Walking in Mixed Reality Training Applications . . . . 319 Evan A. Suma, David M. Krum and Mark Bolas 15 VR-Based Assessment and Rehabilitation of Functional Mobility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 333 Adam W. Kiefer, Christopher K. Rhea and William H. Warren 16 Full Body Locomotion with Video Game Motion Controllers. . . . 351 Brian Williamson, Chadwick Wingrave and Joseph J. LaViola Jr. 17 Interacting with Augmented Floor Surfaces. . . . . . . . . . . . . . . . . 377 Yon Visell, Severin Smith and Jeremy R. Cooperstock Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 401

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