The utility of a virtual reality locomotion interface for studying gait behavior

被引:31
|
作者
Sheik-Nainar, Mohamed A. [1 ]
Kaber, David B. [1 ]
机构
[1] N Carolina State Univ, Edward P Fitts Dept Ind & Syst Engn, Raleigh, NC 27695 USA
关键词
D O I
10.1518/001872007X215773
中图分类号
B84 [心理学]; C [社会科学总论]; Q98 [人类学];
学科分类号
03 ; 0303 ; 030303 ; 04 ; 0402 ;
摘要
Objective: To investigate the effect of optic flow on gait behavior during treadmill walking using an immersive virtual reality (VR) setup and compare it with conventional treadmill walking (TW) and overground walking (OW). Background: Previous research comparing TW with OW speculated that a lack of optic flow (relative visual movement between a walker and the environment) during TW may have led to perceptual cue conflicts, resulting in differences in gait behavior, as compared with OW Method: Participants walked under three locomotion conditions (OW, TW, and TW with VR [TWVR]) under three walking constraint conditions (no constraint, a temporal/pacing constraint, and a spatial/path-following constraint). Presence questionnaires (PQs) were administered at the close of the TWVR trials. Trials were subjected to video analysis to determine spatiotemporal and kinematics variables used for comparison of locomotion conditions. Results: ANOVA revealed gait behavior during TWVR to be between that of OW and TW. Speed and cadence during TWVR were significantly different from those of TW, whereas knee angle was comparable to that of OW Correlation analysis of PQ scores with gait measures revealed a positive linear association of the distraction subfactor of the PQ with walking speed during TWVR, suggesting an increase in the sense of presence in the virtual environment led to increases in walking speed. Conclusion: The results demonstrate that providing optic flow during TW through VR has an impact on gait behavior. Application: This study provides a basis for developing simple VR locomotion interface setups for gait research.
引用
收藏
页码:696 / 709
页数:14
相关论文
共 50 条
  • [21] Doorways Do Not Always Cause Forgetting: Studying the Effect of Locomotion Technique and Doorway Visualization in Virtual Reality
    van Gemert, Thomas
    Chew, Sean
    Kalaitzoglou, Yiannis
    Bergstrom, Joanna
    PROCEEDINGS OF THE 2024 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYTEMS (CHI 2024), 2024,
  • [22] Walking by Cycling: A Novel In-Place Locomotion User Interface for Seated Virtual Reality Experiences
    Freiwald, Jann Philipp
    Ariza, Oscar
    Janeh, Omar
    Steinicke, Frank
    PROCEEDINGS OF THE 2020 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI'20), 2020,
  • [23] The Effect of Virtual Reality on Gait Variability
    Katsavelis, Dimitrios
    Mukherjee, Mukul
    Decker, Leslie
    Stergiou, Nicholas
    NONLINEAR DYNAMICS PSYCHOLOGY AND LIFE SCIENCES, 2010, 14 (03) : 239 - 256
  • [24] Research Trends in Virtual Reality Locomotion Techniques
    Martinez, Esteban Segarra
    Wu, Annie S.
    McMahan, Ryan P.
    2022 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES (VR 2022), 2022, : 270 - 280
  • [25] Evaluation of immersive virtual reality locomotion mechanisms
    Tanaka, Eduardo
    Paula, Tiago
    Silva, Alisson
    Antunes, Victor
    Domingues, Leonardo
    de Almeida, Lucimara
    Alves, Alex
    Oliveira, Roberta
    IHC 2020: PROCEEDINGS OF THE 19TH BRAZILIAN SYMPOSIUM ON HUMAN FACTORS IN COMPUTING SYSTEMS, 2020,
  • [26] Point & Teleport Locomotion Technique for Virtual Reality
    Bozgeyikli, Evren
    Raij, Andrew
    Katkoori, Srinivas
    Dubey, Rajiv
    CHI PLAY 2016: PROCEEDINGS OF THE 2016 ANNUAL SYMPOSIUM ON COMPUTER-HUMAN INTERACTION IN PLAY, 2016, : 205 - 216
  • [27] Machine Learning Applied to Locomotion in Virtual Reality
    Sakabe, Fernando Kenji
    Ayres, Fabio Jose
    Soares, Luciano Pereira
    PROCEEDINGS OF 26TH SYMPOSIUM ON VIRTUAL AND AUGMENTED REALITY, SVR 2024, 2024, : 134 - 139
  • [28] Planning Locomotion Techniques for Virtual Reality Games
    Moore, Cameron
    Lages, Wallace S.
    29TH ACM SYMPOSIUM ON VIRTUAL REALITY SOFTWARE AND TECHNOLOGY, VRST 2023, 2023,
  • [29] Design of finger gestures for locomotion in virtual reality
    HUANG R.
    HARRIS-ADAMSON C.
    ODELL D.
    REMPEL D.
    Virtual Reality and Intelligent Hardware, 2019, 1 (01): : 1 - 9
  • [30] Head in the Clouds - Floating Locomotion in Virtual Reality
    Ganapathi, Priya
    Thiel, Felix J.
    Swapp, David
    Steed, Anthony
    2022 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS (VRW 2022), 2022, : 659 - 660