Generation of Walking Sensation by Providing Upper Limb Motion

Gaku Sueta, Ryoto Kato, Yusuke Kikuchi, Vibol Yem, Y. Ikei
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Abstract

For an immersive first-person experience in a VR space, the user (or an avatar)needs to walk freely within the space because locomotion is essential and the basisfor a variety of activities. The present study investigates the arm swing of a user toinduce a bodily sensation during walking in a VR space. We built an arm swingdisplay that moves the upper limbs similarly to the motion appears in a real walking.The amplitude and flexion ratio of swing motion to present the sensation of virtualwalking were determined via the user study. The optimal swing angle and itsforward part ratio (flexion ratio) to create the sensation of a straight waking werearound 30 degrees and 54 percent, respectively. For a turning walking, the relationbetween the asymmetric flexion ratio of both arms and the curvature of a turningpath was also determined by an experiment.
通过提供上肢运动来产生行走感觉
为了在VR空间中获得沉浸式第一人称体验,用户(或虚拟角色)需要在空间中自由行走,因为运动是必不可少的,也是各种活动的基础。目前的研究调查了用户在虚拟现实空间中行走时的手臂摆动,以诱导身体感觉。我们制造了一个手臂摆动显示器,它可以移动上肢,就像在真实行走中出现的动作一样。通过对用户的研究,确定了摆动运动的幅度和屈曲比来呈现虚拟行走的感觉。产生直醒感觉的最佳摇摆角度和前倾比(弯曲比)分别在30度和54%左右。对于转弯行走,通过实验确定了双臂不对称弯曲比与转弯路径曲率的关系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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