Establishing the Range of Perceptually Natural Visual Walking Speeds for Virtual Walking-In-Place Locomotion

Walking-In-Place (WIP) techniques make it possible to facilitate relatively natural locomotion within immersive virtual environments that are larger than the physical interaction space. However, in order to facilitate natural walking experiences one needs to know how to map steps in place to virtual motion. This paper describes two within-subjects studies performed with the intention of establishing the range of perceptually natural walking speeds for WIP locomotion. In both studies, subjects performed a series of virtual walks while exposed to visual gains (optic flow multipliers) ranging from 1.0 to 3.0. Thus, the slowest speed was equal to an estimate of the subjects normal walking speed, while the highest speed was three times greater. The perceived naturalness of the visual speed was assessed using self-reports. The first study compared four different types of movement, namely, no leg movement, walking on a treadmill, and two forms of gestural input for WIP locomotion. The results suggest that WIP locomotion is accompanied by a perceptual distortion of the speed of optic flow. The second study was performed using a 4×2 factorial design and compared four different display field-of-views (FOVs) and two types of movement, walking on a treadmill and WIP locomotion. The results revealed significant main effects of both movement type and field of view, but no significant interaction between the two variables. Particularly, they suggest that the size of the display FOV is inversely proportional to the degree of underestimation of the virtual speeds for both treadmill-mediated virtual walking and WIP locomotion. Combined, the results constitute a first attempt at establishing a set of guidelines specifying what virtual walking speeds WIP gestures should produce in order to facilitate a natural walking experience.

[1]  Klaus H. Hinrichs,et al.  Natural Perspective Projections for Head-Mounted Displays , 2011, IEEE Transactions on Visualization and Computer Graphics.

[2]  Albert A. Rizzo,et al.  FAAST: The Flexible Action and Articulated Skeleton Toolkit , 2011, 2011 IEEE Virtual Reality Conference.

[3]  Michèle Courant,et al.  Walking-pad: a step-in-place locomotion interface for virtual environments , 2004, ICMI '04.

[4]  J. Pailhous,et al.  Unintentional modulations of human gait by optical flow , 1990, Behavioural Brain Research.

[5]  Betsy Williams Sanders,et al.  Evaluation of walking in place on a Wii balance board to explore a virtual environment , 2011, TAP.

[6]  Johannes Dichgans,et al.  Characteristics of moving visual scenes influencing spatial orientation , 1975, Vision Research.

[7]  S. Watt,et al.  Field of view affects reaching, not grasping , 2000, Experimental Brain Research.

[8]  Gerd Bruder,et al.  Analyzing effects of geometric rendering parameters on size and distance estimation in on-axis stereographics , 2012, SAP.

[9]  Alexandru Dancu,et al.  The Ultimate Display , 2014 .

[10]  J. Konczak Effects of optic flow on the kinematics of human gait: a comparison of young and older adults. , 1994, Journal of motor behavior.

[11]  Rudy Darken,et al.  The omni-directional treadmill: a locomotion device for virtual worlds , 1997, UIST '97.

[12]  Mary C. Whitton,et al.  GUD WIP: Gait-Understanding-Driven Walking-In-Place , 2010, 2010 IEEE Virtual Reality Conference (VR).

[13]  H. Wallach Perceiving a stable environment when one moves. , 1987, Annual review of psychology.

[14]  J. Dichgans,et al.  Differential effects of central versus peripheral vision on egocentric and exocentric motion perception , 1973, Experimental Brain Research.

[15]  Gerd Bruder,et al.  A taxonomy for deploying redirection techniques in immersive virtual environments , 2012, 2012 IEEE Virtual Reality Workshops (VRW).

[16]  Mary C. Whitton,et al.  Matching actual treadmill walking speed and visually perceived walking speed in a projection virtual environment , 2010, APGV '10.

[17]  J Feasel,et al.  The Integrated Virtual Environment Rehabilitation Treadmill System , 2011, IEEE Transactions on Neural Systems and Rehabilitation Engineering.

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

[19]  Mel Slater,et al.  Steps and ladders in virtual reality , 1994 .

[20]  J. Gibson The Ecological Approach to Visual Perception , 1979 .

[21]  Thomas Banton,et al.  The Perception of Walking Speed in a Virtual Environment , 2005, Presence: Teleoperators & Virtual Environments.

[22]  Peter Willemsen,et al.  Does the Quality of the Computer Graphics Matter when Judging Distances in Visually Immersive Environments? , 2004, Presence: Teleoperators & Virtual Environments.

[23]  Kenny Mitchell,et al.  Simulated motion blur does not improve player experience in racing game , 2013, MIG.

[24]  Gerd Bruder,et al.  Estimation of Detection Thresholds for Redirected Walking Techniques , 2010, IEEE Transactions on Visualization and Computer Graphics.

[25]  Alexander Toet,et al.  Restricting the vertical and horizontal extent of the Field-of-View: Effects on manoeuvring performance , 2010 .

[26]  Zijiang J. He,et al.  Perceiving distance accurately by a directional process of integrating ground information , 2004, Nature.

[27]  N. Prins Psychophysics: A Practical Introduction , 2009 .

[28]  J. Dichgans,et al.  Visual-Vestibular Interaction: Effects on Self-Motion Perception and Postural Control , 1978 .

[29]  Mel Slater,et al.  Taking steps: the influence of a walking technique on presence in virtual reality , 1995, TCHI.

[30]  B A Kay,et al.  Visual control of posture during walking: functional specificity. , 1996, Journal of experimental psychology. Human perception and performance.

[31]  Ivan E. Sutherland,et al.  A head-mounted three dimensional display , 1968, AFIPS Fall Joint Computing Conference.

[32]  L. Rosenblum,et al.  Relative Effectiveness of Three Stimulus Variables for Locating a Moving Sound Source , 1987, Perception.

[33]  Zatsiorky Vm,et al.  Basic kinematics of walking. Step length and step frequency. A review. , 1994 .

[34]  J. Edward Swan,et al.  Peripheral Stimulation and its Effect on Perceived Spatial Scale in Virtual Environments , 2013, IEEE Transactions on Visualization and Computer Graphics.

[35]  R. B. Post Circular Vection is Independent of Stimulus Eccentricity , 1988, Perception.

[36]  P. M. Jaekl,et al.  Simulating Self-Motion I: Cues for the Perception of Motion , 2002, Virtual Reality.

[37]  Mary C. Whitton,et al.  Stepping-Driven Locomotion Interfaces , 2013 .

[38]  G. Johansson Studies on Visual Perception of Locomotion , 1977, Perception.

[39]  G. A. Dean,et al.  AN ANALYSIS OF THE ENERGY EXPENDITURE IN LEVEL AND GRADE WALKING , 1965 .

[40]  Ivan Poupyrev,et al.  3D User Interfaces: Theory and Practice , 2004 .

[41]  Betty J. Mohler,et al.  Visual flow influences gait transition speed and preferred walking speed , 2007, Experimental Brain Research.

[42]  Mary C. Whitton,et al.  Walking > walking-in-place > flying, in virtual environments , 1999, SIGGRAPH.

[43]  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.

[44]  N J Delleman,et al.  Effects of field-of-view restriction on manoeuvring in a 3-D environment , 2008, Ergonomics.

[45]  F. Durgin CURRENT DIRECTIONS IN PSYCHOLOGICAL SCIENCE When Walking Makes Perception Better , 2022 .

[46]  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).

[47]  William Gobson,et al.  Multimedia: From Wagner to Virtual Reality , 2001 .

[48]  Bernhard E. Riecke,et al.  Compelling Self-Motion Through Virtual Environments Without Actual Self-Motion – Using Self-Motion Illusions ('Vection') to Improve VR User Experience , 2010 .

[49]  Peter Willemsen,et al.  The effects of head-mounted display mechanics on distance judgments in virtual environments , 2004, APGV '04.

[50]  Adar Pelah,et al.  Reduction of perceived visual speed during walking: Effect dependent upon stimulus similarity to the visual consequences of locomotion , 2010 .

[51]  Frank H. Durgin,et al.  Step frequency and perceived self-motion , 2007, TAP.

[52]  T. Oberg,et al.  Basic gait parameters: reference data for normal subjects, 10-79 years of age. , 1993, Journal of rehabilitation research and development.

[53]  Jack M. Loomis,et al.  Limited Field of View of Head-Mounted Displays Is Not the Cause of Distance Underestimation in Virtual Environments , 2004, Presence: Teleoperators & Virtual Environments.

[54]  Francis K. H. Quek,et al.  Sensor-fusion walking-in-place interaction technique using mobile devices , 2012, 2012 IEEE Virtual Reality Workshops (VRW).

[55]  L. Harris,et al.  Visual and non-visual cues in the perception of linear self motion , 2000, Experimental Brain Research.

[56]  Alexander Toet,et al.  Effects of Field-of-View Restrictions on Speed and Accuracy of Manoeuvring , 2007, Perceptual and motor skills.

[57]  Frank H. Durgin,et al.  The perception of linear self-motion , 2005, IS&T/SPIE Electronic Imaging.

[58]  Peter Willemsen,et al.  The Influence of Restricted Viewing Conditions on Egocentric Distance Perception: Implications for Real and Virtual Indoor Environments , 2005, Perception.

[59]  Frank H Durgin,et al.  Enhanced Optic Flow Speed Discrimination While Walking: Contextual Tuning of Visual Coding , 2007, Perception.

[60]  Hk Distler,et al.  The perception of absolute speed during self-motion , 1998 .

[61]  Makoto Sato,et al.  Virtual Locomotion Interface with Ground Surface Simulation , 2003, ICAT.

[62]  Krista M. Gigone,et al.  Perception of visual speed while moving. , 2005, Journal of experimental psychology. Human perception and performance.

[63]  W. Berger,et al.  Visual influence on human locomotion Modulation to changes in optic flow , 1997, Experimental Brain Research.

[64]  T. Heckmann,et al.  Circular Vection as a Function of the Relative Sizes, Distances, and Positions of Two Competing Visual Displays , 1989, Perception.

[65]  M. Braunstein,et al.  Induced self-motion in central vision. , 1985, Journal of experimental psychology. Human perception and performance.

[66]  H. Barlow Vision: A theory about the functional role and synaptic mechanism of visual after-effects , 1991 .

[67]  Heinrich H. Bülthoff,et al.  Influence of the size of the field of view on motion perception , 2009, Comput. Graph..

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

[69]  B. Stevens,et al.  Blurring the boundaries: the perception of visual gain in treadmill-mediated virtual environments , 2011 .

[70]  Adar Pelah,et al.  Reduction of perceived visual speed during walking: Evidence against the involvement of attentional or vestibular mechanisms , 2010 .

[71]  E. Wist,et al.  Foreground and background in dynamic spatial orientation , 1975 .

[72]  Maud Marchal,et al.  Shake-your-head: revisiting walking-in-place for desktop virtual reality , 2010, VRST '10.

[73]  B. Riecke Compelling Self-Motion Through Virtual Environments without Actual Self-Motion – Using Self-Motion Illusions (“Vection”) to Improve User Experience in VR , 2011 .

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

[75]  Henry Been-Lirn Duh,et al.  Effects of field of view on presence, enjoyment, memory, and simulator sickness in a virtual environment , 2002, Proceedings IEEE Virtual Reality 2002.

[76]  Shinji Nakamura Effects of stimulus eccentricity on vection reevaluated with a binocularly defined depth , 2008 .

[77]  Ryan P. McMahan,et al.  Shadow walking: An unencumbered locomotion technique for systems with under-floor projection , 2011, 2011 IEEE Virtual Reality Conference.

[78]  Henry Been-Lirn Duh,et al.  Effects of field of view on balance in an immersive environment , 2001, Proceedings IEEE Virtual Reality 2001.

[79]  Hao Lei,et al.  What is the minimum field of view required for efficient navigation? , 2007, Vision Research.