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Comparing Real Walking in Immersive Virtual Reality and in Physical World using Gait Analysis

机译:使用步态分析比较真实行走在沉浸式虚拟现实和物理世界中

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One of the main goals of immersive virtual reality is to allow people to walk in virtual environments in an ecological way. Several techniques have been developed in the literature: the use of devices such as omnidirectional treadmills, robotic tiles, stepping systems, sliding-based surfaces and human-sized hamster balls; or techniques such as the walking-in-place. Conversely, real walk requires the precise tracking of the user, performed on a large area, in order to allow him/her to explore the virtual environment without limitations. This can be achieved by using optical tracking systems, or low cost off-the shelf devices, such as the HTC-Vive tracking system. Here, we consider the latter solution and we aim to compare real walking in a virtual environment with respect to walking in a corresponding real world situation, with the long term goal of using it in rehabilitation and clinical setups. Moreover, we analyze the effect of having a virtual representation of the user's body inside the virtual environment. Several spatio-temporal gait parameters are analyzed, such as the total distance walked, the patterns of velocity in each considered path, the velocity peaks, the step count and step length. Differently from what can be typically found in the literature, in our preliminary results we did not find significant differences between real walk in virtual environments and in a real world situation. Also having the virtual representation of the body inside virtual reality does not affect the gait parameters. The implication of these results for future research, in particular with respect to the specific considered setup, are discussed.
机译:一个沉浸式虚拟现实的主要目标是让人们走在虚拟环境中的生态方式。几种技术已经开发了在文献中:利用设备,如全向跑步机,机器人瓷砖,步进系统,基于滑动表面和人大小的仓鼠球的;或技术,例如行走就地。相反,真正的步行路程需要用户的精确跟踪,在大面积进行,为了让他/她去探索无限制的虚拟环境。这可以通过使用光学跟踪系统,或低成本现成设备,如HTC-万岁跟踪系统来实现。在这里,我们考虑的一种解决方案,我们的目标是在虚拟环境中相对于比较现实步行到走在相应的现实世界的情况,在康复和临床的设置使用它的长远目标。此外,我们分析具有虚拟环境中用户身体的虚拟表示的效果。几个时空步态参数进行分析,如总行走距离,速度的图案在每个所考虑的路径,速度峰值时,步数和步长。不同于什么可以在文献中通常出现在我们的初步结果,我们没有发现在虚拟环境和现实世界的情况之间的真正的步行路程显著差异。还具有虚拟现实身体内部的虚拟表示不影响步态参数。这些结果对未来研究的含义,特别是相对于具体考虑的设置,进行了讨论。

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