An Evaluation Testbed for Locomotion in Virtual Reality

A common operation performed in Virtual Reality (VR) environments is locomotion. Although real walking can represent a natural and intuitive way to manage displacements in such environments, its use is generally limited by the size of the area tracked by the VR system (typically, the size of a room) or requires expensive technologies to cover particularly extended settings. A number of approaches have been proposed to enable effective explorations in VR, each characterized by different hardware requirements and costs, and capable to provide different levels of usability and performance. However, the lack of a well-defined methodology for assessing and comparing available approaches makes it difficult to identify, among the various alternatives, the best solutions for selected application domains. To deal with this issue, this paper introduces a novel evaluation testbed which, by building on the outcomes of many separate works reported in the literature, aims to support a comprehensive analysis of the considered design space. An experimental protocol for collecting objective and subjective measures is proposed, together with a scoring system able to rank locomotion approaches based on a weighted set of requirements. Testbed usage is illustrated in a use case requesting to select the technique to adopt in a given application scenario.

[1]  Stefania Serafin,et al.  The Perceived Naturalness of Virtual Locomotion Methods Devoid of Explicit Leg Movements , 2013, MIG.

[2]  Klaas R. Westerterp,et al.  Assessment of physical activity: a critical appraisal , 2009, European Journal of Applied Physiology.

[3]  Hiroo Iwata,et al.  CirculaFloor [locomotion interface] , 2005, IEEE Computer Graphics and Applications.

[4]  Jorge C. S. Cardoso,et al.  A survey of real locomotion techniques for immersive virtual reality applications on head-mounted displays , 2019, Comput. Graph..

[5]  K. Sarangapani,et al.  Catch and release: how do kinetochores hook the right microtubules during mitosis? , 2014, Trends in genetics : TIG.

[6]  Stephen A. Brewster,et al.  Object Manipulation in Virtual Reality Under Increasing Levels of Translational Gain , 2018, CHI.

[7]  Tuncay Cakmak,et al.  Cyberith virtualizer: a locomotion device for virtual reality , 2014, SIGGRAPH '14.

[8]  Timothy P. McNamara,et al.  Acquisition of survey knowledge using walking in place and resetting methods in immersive virtual environments , 2017, SAP.

[9]  Richard W. Bohannon Comfortable and maximum walking speed of adults aged 20-79 years: reference values and determinants. , 1997, Age and ageing.

[10]  Paul A. Watters,et al.  Estimating Cybersickness of Simulated Motion Using the Simulator Sickness Questionnaire (SSQ): A Controlled Study , 2009, 2009 Sixth International Conference on Computer Graphics, Imaging and Visualization.

[11]  Suzanne Weghorst,et al.  Virtusphere: Walking in a Human Size VR “Hamster Ball” , 2008 .

[12]  Robert W. Lindeman,et al.  Comparing isometric and elastic surfboard interfaces for leaning-based travel in 3D virtual environments , 2012, 2012 IEEE Symposium on 3D User Interfaces (3DUI).

[13]  Kelvin Sung,et al.  User-centric classification of virtual reality locomotion , 2018, VRST.

[14]  John B Cronin,et al.  STRENGTH AND POWER PREDICTORS OF SPORTS SPEED , 2005, Journal of strength and conditioning research.

[15]  Mary C. Whitton,et al.  LUTE: A Locomotion Usability Test Environmentfor Virtual Reality , 2018, 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games).

[16]  Robert W. Lindeman,et al.  On Your Feet!: Enhancing Vection in Leaning-Based Interfaces through Multisensory Stimuli , 2016, SUI.

[17]  Emilie Loup-Escande,et al.  Effects of Travel Modes on Performances and User Comfort: A Comparison between ArmSwinger and Teleporting , 2018, Int. J. Hum. Comput. Interact..

[18]  Dieter Kranzlmuller,et al.  State of the art of virtual reality technology , 2016, 2016 IEEE Aerospace Conference.

[19]  Amit Garg,et al.  ARES: An Application of Impossible Spaces for Natural Locomotion in VR , 2017, CHI Extended Abstracts.

[20]  Nuala M. Byrne,et al.  Assessment of Physical Activity and Energy Expenditure: An Overview of Objective Measures , 2014, Front. Nutr..

[21]  Mark T. Bolas,et al.  Impossible Spaces: Maximizing Natural Walking in Virtual Environments with Self-Overlapping Architecture , 2012, IEEE Transactions on Visualization and Computer Graphics.

[22]  Eelke Folmer,et al.  Virtual Locomotion: A Survey , 2020, IEEE Transactions on Visualization and Computer Graphics.

[23]  Donald B. Johnson,et al.  Testbed Evaluation of Virtual Environment Interaction Techniques , 1999, Presence: Teleoperators & Virtual Environments.

[24]  Sharif Razzaque,et al.  Comparing VE locomotion interfaces , 2005, IEEE Proceedings. VR 2005. Virtual Reality, 2005..

[25]  Stefania Serafin,et al.  Tapping-In-Place: Increasing the naturalness of immersive walking-in-place locomotion through novel gestural input , 2013, 2013 IEEE Symposium on 3D User Interfaces (3DUI).

[26]  Mary K. Kaiser,et al.  Perceived Orientation in Physical and Virtual Environments: Changes in Perceived Orientation as a Function of Idiothetic Information Available , 2002, Presence: Teleoperators & Virtual Environments.

[27]  Alberto Del Bimbo,et al.  Locomotion by Natural Gestures for Immersive Virtual Environments , 2016, AltMM@MM.

[28]  Hiroo Iwata,et al.  Virtual perambulator: a novel interface device for locomotion in virtual environment , 1996, Proceedings of the IEEE 1996 Virtual Reality Annual International Symposium.

[29]  Betsy Williams Sanders,et al.  Human joystick: Wii-leaning to translate in large virtual environments , 2014, VRCAI '14.

[30]  D. Waller,et al.  Sensory Contributions to Spatial Knowledge of Real and Virtual Environments , 2013 .

[31]  Bernhard E. Riecke,et al.  Comparing leaning-based motion cueing interfaces for virtual reality locomotion , 2017, 2017 IEEE Symposium on 3D User Interfaces (3DUI).

[32]  J.-F. Lapointe,et al.  A comparative study of three bimanual travel techniques for desktop virtual walkthroughs , 2009, 2009 IEEE International Workshop on Haptic Audio visual Environments and Games.

[33]  Julian Williams,et al.  The implementation of a novel walking interface within an immersive display , 2010, 2010 IEEE Symposium on 3D User Interfaces (3DUI).

[34]  Costas Boletsis,et al.  VR Locomotion in the New Era of Virtual Reality: An Empirical Comparison of Prevalent Techniques , 2019, Adv. Hum. Comput. Interact..

[35]  Sabarish V. Babu,et al.  Evaluation of the Cognitive Effects of Travel Technique in Complex Real and Virtual Environments , 2010, IEEE Transactions on Visualization and Computer Graphics.

[36]  Laura Raya,et al.  A Comparative Study of Virtual Reality Methods of Interaction and Locomotion Based on Presence, Cybersickness, and Usability , 2019, IEEE Transactions on Emerging Topics in Computing.

[37]  Kai Kunze,et al.  Armswing: using arm swings for accessible and immersive navigation in AR/VR spaces , 2017, MUM.

[38]  B. Abel,et al.  THE EFFECT OF LOCOMOTION TECHNIQUE ON PRESENCE, FEAR AND USABILITY IN A VIRTUAL ENVIRONMENT , 2005 .

[39]  Randy Pausch,et al.  Virtual reality on a WIM: interactive worlds in miniature , 1995, CHI '95.

[40]  Dieter Schmalstieg,et al.  Two-Handed Through-the-Lens-Techniques for Navigation in Virtual Environments , 2001, EGVE/IPT.

[41]  Mary C. Whitton,et al.  LLCM-WIP: Low-Latency, Continuous-Motion Walking-in-Place , 2008, 2008 IEEE Symposium on 3D User Interfaces.

[42]  Andrea Sanna,et al.  Arm Swinging vs Treadmill: A Comparison Between Two Techniques for Locomotion in Virtual Reality , 2018, Eurographics.

[43]  Betsy Williams Sanders,et al.  VR locomotion: walking > walking in place > arm swinging , 2016, VRCAI.

[44]  Patricia S. Denbrook,et al.  Virtual Locomotion: Walking in Place through Virtual Environments , 1999, Presence.

[45]  S. Hart,et al.  Development of NASA-TLX (Task Load Index): Results of Empirical and Theoretical Research , 1988 .

[46]  Simon Lessels,et al.  For Efficient Navigational Search, Humans Require Full Physical Movement, but Not a Rich Visual Scene , 2006, Psychological science.

[47]  Doug A. Bowman,et al.  Travel in immersive virtual environments: an evaluation of viewpoint motion control techniques , 1997, Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality.

[48]  Alessandro De Luca,et al.  CyberWalk: Enabling unconstrained omnidirectional walking through virtual environments , 2008, ACM Trans. Appl. Percept..

[49]  Peng Liu,et al.  Towards Enabling More Effective Locomotion in VR Using a Wheelchair-based Motion Platform , 2013, EGVE/EuroVR.

[50]  Mike Bailey,et al.  Virtual Reality for the Masses , 2014, IEEE Computer Graphics and Applications.

[51]  Doug A. Bowman,et al.  Comparing the performance of natural, semi-natural, and non-natural locomotion techniques in virtual reality , 2015, 2015 IEEE Symposium on 3D User Interfaces (3DUI).

[52]  P. Watts,et al.  Energy expenditure, heart rate response, and metabolic equivalents (METs) of adults taking part in children's games. , 2004, The Journal of sports medicine and physical fitness.

[53]  Yasufumi Takama,et al.  Swimming across the Pacific: a VR swimming interface , 2005, IEEE Computer Graphics and Applications.

[54]  Ronald R. Mourant,et al.  Comparison of Simulator Sickness Using Static and Dynamic Walking Simulators , 2001 .

[55]  Kosuke Sato,et al.  LazyNav: 3D ground navigation with non-critical body parts , 2015, 2015 IEEE Symposium on 3D User Interfaces (3DUI).

[56]  Hiroo Iwata,et al.  CirculaFloor , 2005, IEEE Computer Graphics and Applications.

[57]  Sabarish V. Babu,et al.  Comparison of Travel Techniques in a Complex, Multi-Level 3D Environment , 2007, 2007 IEEE Symposium on 3D User Interfaces.

[58]  Frits H. Post,et al.  Using the Wii Balance Board#8482; as a low-cost VR interaction device , 2008, VRST '08.

[59]  Costas Boletsis,et al.  The New Era of Virtual Reality Locomotion: A Systematic Literature Review of Techniques and a Proposed Typology , 2017, Multimodal Technol. Interact..

[60]  R S Kalawsky,et al.  VRUSE--a computerised diagnostic tool: for usability evaluation of virtual/synthetic environment systems. , 1999, Applied ergonomics.

[61]  Robert S. Kennedy,et al.  Simulator Sickness Questionnaire: An enhanced method for quantifying simulator sickness. , 1993 .

[62]  Rajiv V. Dubey,et al.  Point & Teleport Locomotion Technique for Virtual Reality , 2016, CHI PLAY.

[63]  Fabrizio Lamberti,et al.  On the Usability of Consumer Locomotion Techniques in Serious Games: Comparing Arm Swinging, Treadmills and Walk-in-Place , 2019, 2019 IEEE 9th International Conference on Consumer Electronics (ICCE-Berlin).