Unlimited Walking: One Small Step for a Man

Chapter

Abstract

Real walking provides the most basic and intuitive form of locomotion for humans, allowing effective exploration of most existing environments. Walking per se is a tremendous evolutional achievement, considering that more than 50 muscles or muscle groups have to be temporally and spatially synchronized in the apparently simple task to shift weight from one foot to the other in a repetitive forward progression [1]. While continuously updating and balancing the high amount of instability in the locomotor system, humans collect and process information about their self-motion from a variety of senses, always validating external sensory information by setting them in relation to the stability of the overall system. The result is a highly accurate and sophisticated means for humans to explore nearly any environment. In fact, walking proved to be the preferred means of locomotion for humans in most known environments, as illustrated by men walking on the moon or the hopes to generate gravitation on space stations that will allow more natural means of moving (see Chap.  1).

Keywords

Cognitive Task Virtual World Spatial Task Verbal Task Curvature Gain 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

References

  1. 1.
    Steinicke, F., Visell, Y., Campos, J., Lecuyer, A.: Human Walking in Virtual Environments: Perception, Technology, and Applications. Springer (2013)Google Scholar
  2. 2.
    Steinicke, F., Bruder, G., Jerald, J., Frenz, H., Lappe, M.: Analyses of human sensitivity to redirected walking. In: 15th ACM Symposium on Virtual Reality Software and Technology, pp. 149–156 (2008)Google Scholar
  3. 3.
    Steinicke, F., Bruder, G., Kohli, L., Jerald, J., Hinrichs, K.: Taxonomy and implementation of redirection techniques for ubiquitous passive haptic feedback. In: Cyberworlds, pp. 217–223. IEEE Press (2008)Google Scholar
  4. 4.
    Steinicke, F., Bruder, G., Hinrichs, K., Jerald, J., Frenz, H., Lappe, M.: Real walking through virtual environments by redirection techniques. J. Virtual Reality Broadcast. 6(2) (2009)Google Scholar
  5. 5.
    Steinicke, F., Bruder, G., Jerald, J., Fenz, H., Lappe, M.: Estimation of detection thresholds for redirected walking techniques. IEEE Trans. Vis. Comput. Graphics (TVCG) 16(1), 17–27 (2010)CrossRefGoogle Scholar
  6. 6.
    Burdea, G., Coiffet, P.: Virtual Reality Technology. Wiley-IEEE Press (2003)Google Scholar
  7. 7.
    Usoh, M., Arthur, K., Whitton, M., Bastos, R., Steed, A., Slater, M., Brooks Jr., F.: Walking walking-in-place flying, in virtual environments. In: Proceedings of ACM SIGGRAPH, pp. 359–364. ACM (1999)Google Scholar
  8. 8.
    Whitton, M., Cohn, J., Feasel, P., Zimmons, S., Razzaque, S., Poulton, S., Brooks Jr., F.P.: Comparing VE locomotion interfaces. In: IEEE Proceedings of the Virtual Reality (VR), pp. 123–130. IEEE (2005)Google Scholar
  9. 9.
    Bouguila, L., Sato, M.: Virtual locomotion system for large-scale virtual environment. In: IEEE Proceedings of the Virtual Reality (VR), pp. 291–292. IEEE (2002)Google Scholar
  10. 10.
    Bouguila, L., Sato, M., Hasegawa, S., Naoki, H., Matsumoto, N., Toyama, A., Ezzine, J., Maghrebi, D.: A new step-in-place locomotion interface for virtual environment with large display system. In: Proceedings of ACM SIGGRAPH, pp. 197–207. ACM (2002)Google Scholar
  11. 11.
    Iwata, H., Hiroaki, Y., Tomioka, H.: Powered shoes. In: International Conference on Computer Graphics and Interactive Techniques, p. 28. ACM (2006)Google Scholar
  12. 12.
    Iwata, H., Yano, H., Fukushima, H., Noma, H.: CirculaFloor. IEEE Comput. Graphics Appl. 25(1), 64–67 (2005)CrossRefGoogle Scholar
  13. 13.
    Schwaiger, M., Thümmel, T., Ulbrich, H.: Cyberwalk: implementation of a ball bearing platform for humans. In: Proceedings of HCI, pp. 926–935 (2007)Google Scholar
  14. 14.
    Feasel, J., Whitton, M., Wendt, J.: LLCM-WIP: low-latency, continuous-motion walking-in-place. In: Proceedings of IEEE Symposium on 3D User Interfaces, pp. 97–104. IEEE (2008)Google Scholar
  15. 15.
    Su, J.: Motion compression for telepresence locomotion. Presence: Teleoperators Virtual Environ. 16(4), 385–398 (2007)CrossRefGoogle Scholar
  16. 16.
    Williams, B., Narasimham, G., McNamara, T., Carr, T., Rieser, J., Bodenheimer, B.: Updating orientation in large virtual environments using scaled translational gain. In: Proceedings of Symposium on Applied Perception in Graphics and Visualization (APGV), pp. 21–28. ACM (2006)Google Scholar
  17. 17.
    Berthoz, A.: The Brain’s Sense of Movement. Harvard University Press, Cambridge (2000)Google Scholar
  18. 18.
    Dichgans, J., Brandt, T.: Visual vestibular interaction: effects on self-motion perception and postural control. In: Held, R., Leibowitz, H.W., Teuber, H.L. (eds.) Perception. Handbook of Sensory Physiology, vol. 8, pp. 755–804. Springer, Berlin (1978)Google Scholar
  19. 19.
    Bertin, R.J., Israël, I., Lappe, M.: Perception of two-dimensional, simulated ego-motion trajectories from optic flow. Vis. Res. 40(21), 2951–2971 (2000)CrossRefGoogle Scholar
  20. 20.
    Lappe, M., Bremmer, F., van den Berg, A.V.: Perception of self-motion from visual flow. Trends Cogn. Sci. 3(9), 329–336 (1999)CrossRefGoogle Scholar
  21. 21.
    Razzaque, S.: Redirected Walking. PhD thesis, University of North Carolina, Chapel Hill (2005)Google Scholar
  22. 22.
    Berthoz, A., Pavard, B., Young, L.R.: Perception of linear horizontal self-motion induced by peripheral vision (linearvection): basic characteristics and visual-vestibular interactions. EBR 23, 471–489 (1975)Google Scholar
  23. 23.
    Warren, W.H.J.: Visually controlled locomotion: 40 years later. Ecolog. Psychol. 10, 177–219 (1998)CrossRefGoogle Scholar
  24. 24.
    Interrante, V., Anderson, L., Ries, B.: Distance perception in immersive virtual environments, revisited. In: IEEE Proceedings of the Virtual Reality (VR), pp. 3–10. IEEE (2006)Google Scholar
  25. 25.
    Interrante, V., Ries, B., Lindquist, J., Anderson, L.: Elucidating the factors that can facilitate veridical spatial perception in immersive virtual environments. In: IEEE Proceedings of the Virtual Reality (VR), pp. 11–18. IEEE (2007)Google Scholar
  26. 26.
    Loomis, J.M., Knapp, J.M.: Visual perception of egocentric distance in real and virtual environments. In: Hettinger, L.J., Haas, M.W. (eds.) Virtual and Adaptive Environments, Volume Virtual and Adaptive Environments. Mahwah (2003)Google Scholar
  27. 27.
    Banton, T., Stefanucci, J., Durgin, F., Fass, A., Proffitt, D.: The perception of walking speed in a virtual environment. Presence 14(4), 394–406 (2005)CrossRefGoogle Scholar
  28. 28.
    Frenz, H., Lappe, M., Kolesnik, M., Bührmann, T.: Estimation of travel distance from visual motion in virtual environments. ACM Trans. Appl. Percept. 3(4), 419–428 (2007)Google Scholar
  29. 29.
    Riecke, B., Wiener, J.: Can people not tell left from right in VR? Point-to-origin studies revealed qualitative errors in visual path integration. In: IEEE Proceedings of the Virtual Reality (VR), pp. 3–10. IEEE (2007)Google Scholar
  30. 30.
    Bridgeman, B., van der Heijden, A.H.C., Velichkovsky, B.M.: A theory of visual stability across saccadic eye movements. Behav. Brain Sci. 17, 247–292 (1994)CrossRefGoogle Scholar
  31. 31.
    Wallach, H.: Perceiving a stable environment when one moves. Annu. Rev. Psychol. 38, 1–29 (1987)CrossRefGoogle Scholar
  32. 32.
    Wertheim, A.H.: Motion perception during self-motion, the direct versus inferential controversy revisited. Behav. Brain Sci. 17(2), 293–355 (1994)CrossRefGoogle Scholar
  33. 33.
    Burns, E., Razzaque, S., Panter, A., Whitton, M., McCallus, M., Brooks, F.: The hand is slower than the eye: a quantitative exploration of visual dominance over proprioception. In: IEEE proceedings of the virtual reality (VR), pp. 3–10. IEEE (2005)Google Scholar
  34. 34.
    Jerald, J., Peck, T., Steinicke, F., Whitton, M.: Sensitivity to scene motion for phases of head Yaws. In: Proceedings of Applied Perception in Graphics and Visualization, pp. 155–162. ACM (2008)Google Scholar
  35. 35.
    Kohli, L., Burns, E., Miller, D., Fuchs, H.: Combining passive haptics with redirected walking. In: Proceedings of Conference on Augmented Tele-Existence, vol. 157, pp. 253–254. ACM (2005)Google Scholar
  36. 36.
    Peck, T., Whitton, M., Fuchs, H.: Evaluation of reorientation techniques for walking in large virtual environments. In: IEEE Proceedings of the Virtual Reality (VR), pp. 121–128. IEEE (2008)Google Scholar
  37. 37.
    Steinicke, F., Bruder, G., Ropinski, T., Hinrichs, K.: Moving towards generally applicable redirected walking. In: Proceedings of the Virtual Reality International Conference (VRIC), pp. 15–24. IEEE Press (2008)Google Scholar
  38. 38.
    Jaekl, P., Allison, R., Harris, L., Jasiobedzka, U., Jenkin, H., Jenkin, M., Zacher, J., Zikovitz, D.: Perceptual stability during head movement in virtual reality. In: IEEE Proceedings of the Virtual Reality (VR), pp. 149–155. IEEE (2002)Google Scholar
  39. 39.
    Interrante, V., Riesand, B., Anderson, L.: Seven league boots: a new metaphor for augmented locomotion through moderately large scale immersive virtual environments. In: Proceedings of IEEE Symposium on 3D User Interfaces, pp. 167–170. IEEE (2007)Google Scholar
  40. 40.
    Groenda, H., Nowak, F., Rößler, P., Hanebeck, U.: Telepresence techniques for controlling avatar motion in first person games. In: Intelligent Technologies for Interactive Entertainment (INTETAIN 2005), pp. 44–53 (2005)Google Scholar
  41. 41.
    Nitzsche, N., Hanebeck, U., Schmidt, G.: Motion compression for telepresent walking in large target environments. Presence 13, 44–60 (2004)CrossRefGoogle Scholar
  42. 42.
    Engel, D., Curio, C., Tcheang, L., Mohler, B., Bülthoff, H.: A psychophysically calibrated controller for navigating through large environments in a limited free-walking space. In: Proceedings of the ACM Symposium on Virtual Reality Software and Technology (VRST), pp. 157–164. ACM Press (2008)Google Scholar
  43. 43.
    Lappe, M., Jenkin, M., Harris, L.: Travel distance estimation from visual motion by leaky path integration. Exp. Brain Res. 180(1), 35–48 (2007)CrossRefGoogle Scholar
  44. 44.
    Willemsen, P., Gooch, A., Thompson, W., Creem-Regehr, S.: Effects of stereo viewing conditions on distance perception in virtual environments. Presence: Teleoperators Virtual Environ. 17(1), 91–101 (2008)CrossRefGoogle Scholar
  45. 45.
    Marsh, W.E., Hantel, T., Zetzsche, C., Schill, K.: Is the user trained? Assessing performance and cognitive resource demands in the virtusphere. In: Proceedings of IEEE Symposium on 3D User Interfaces (3DUI), pp. 15–22 (2013)Google Scholar
  46. 46.
    Kennedy, R., Lane, N., Berbaum, K., Lilienthal, M.: Simulator sickness questionnaire: an enhanced method for quantifying simulator sickness. Int. J. Aviat. Psychol. 3(3), 203–220 (1993)CrossRefGoogle Scholar
  47. 47.
    Usoh, M., Catena, E., Arman, S., Slater, M.: Using presence questionaires in reality. Presence: Teleoperators Virtual Environ. 9(5), 497–503 (1999)CrossRefGoogle Scholar
  48. 48.
    Neth, C.T., Souman, J.L. Engel, D., Kloos, U., Bülthoff, H., Mohler, B.J.: Velocity-dependent dynamic curvature gain for redirected walking. In: Proceedings of IEEE Virtual Reality (VR), pp. 151–158 (2011)Google Scholar
  49. 49.
    Baumann, M.R.K., Rösler, D., Krems, J.F.: Situation awareness and secondary task performance while driving. Eng. Psychol. Cogn. Ergonomics: Lect. Notes Comput. Sci. (LNCS) 4562, 256–263 (2007)CrossRefGoogle Scholar
  50. 50.
    Gevins, A.S., Cutillo, B.C.: Neuroelectric evidence for distributed processing in human working memory. Electroencephalogr. Clin. Neurophysiol. 87, 128–143 (1993)CrossRefGoogle Scholar

Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  1. 1.Human-Computer Interaction Research Group, Department of InformaticsUniversität HamburgHamburgGermany

Personalised recommendations