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Taking steps: the influence of a walking technique on presence in virtual reality

Published: 01 September 1995 Publication History

Abstract

This article presents an interactive technique for moving through an immersive virtual environment (or “virtual reality”). The technique is suitable for applications where locomotion is restricted to ground level. The technique is derived from the idea that presence in virtual environments may be enhanced the stronger the match between proprioceptive information from human body movements and sensory feedback from the computer-generated displays. The technique is an attempt to simulate body movements associated with walking. The participant “walks in place” to move through the virtual environment across distances greater than the physical limitations imposed by the electromagnetic tracking devices. A neural network is used to analyze the stream of coordinates from the head-mounted display, to determine whether or not the participant is walking on the spot. Whenever it determines the walking behavior, the participant is moved through virtual space in the direction of his or her gaze. We discuss two experimental studies to assess the impact on presence of this method in comparison to the usual hand-pointing method of navigation in virtual reality. The studies suggest that subjective rating of presence is enhanced by the walking method provided that participants associate subjectively with the virtual body provided in the environment. An application of the technique to climbing steps and ladders is also presented.

References

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  • (2024)Ankle tendon electrical stimulation to enhance sensation of walking on a slope in walking-in-placeFrontiers in Virtual Reality10.3389/frvir.2024.14562025Online publication date: 23-Oct-2024
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Information

Published In

cover image ACM Transactions on Computer-Human Interaction
ACM Transactions on Computer-Human Interaction  Volume 2, Issue 3
Special issue on virtual reality software and technology
Sept. 1995
85 pages
ISSN:1073-0516
EISSN:1557-7325
DOI:10.1145/210079
Issue’s Table of Contents

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 September 1995
Published in TOCHI Volume 2, Issue 3

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Author Tags

  1. immersion
  2. locomotion
  3. navigation
  4. neural networks
  5. presence
  6. virtual environments
  7. virtual reality

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  • (2024)Current Perceptions of Virtual Reality TechnologyApplied Sciences10.3390/app1410422214:10(4222)Online publication date: 16-May-2024
  • (2024)Ankle tendon electrical stimulation to enhance sensation of walking on a slope in walking-in-placeFrontiers in Virtual Reality10.3389/frvir.2024.14562025Online publication date: 23-Oct-2024
  • (2024)Comparison of teleportation and walking in virtual reality in a declarative learning taskFrontiers in Virtual Reality10.3389/frvir.2024.14239115Online publication date: 8-Nov-2024
  • (2024)Being an older person: modulation of walking speed with geriatric walking motion avatarsFrontiers in Virtual Reality10.3389/frvir.2024.13630435Online publication date: 26-Apr-2024
  • (2024)A Comparison of the Effect of Sound on Players’ Presence Between VR and Screen-Based MediaJournal of Sound and Music in Games10.1525/jsmg.2024.5.2.645:2(64-85)Online publication date: 1-Apr-2024
  • (2024)Effects of self-avatar cast shadow and foot vibration on telepresence, virtual walking experience, and cybersickness from omnidirectional moviei-Perception10.1177/2041669524122785715:1Online publication date: 22-Feb-2024
  • (2024)Interacting from Afar: A Study of the Relationship Between Usability and Presence in Object Selection at a DistanceProceedings of 21st ACM SIGGRAPH Conference on Visual Media Production10.1145/3697294.3697305(1-9)Online publication date: 18-Nov-2024
  • (2024)Effects of Immersion and Embodiment on Memory in Virtual RealityProceedings of the 27th International Academic Mindtrek Conference10.1145/3681716.3681724(58-67)Online publication date: 8-Oct-2024
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