Abstract

Walking is a fundamental physical activity in humans. Various virtual walking systems have been developed using treadmill or leg-support devices. Using optic flow, foot vibrations simulating footsteps, and a walking avatar, we propose a virtual walking system that does not require limb action for seated users. We aim to investigate whether a full-body or hands-and-feet-only walking avatar with either the first-person (experiment 1) or third-person (experiment 2) perspective can convey the sensation of walking in a virtual environment through optic flows and foot vibrations. The viewing direction of the virtual camera and the head of the full-body avatar were linked to the actual user's head motion. We discovered that the full-body avatar with the first-person perspective enhanced the sensations of walking, leg action, and telepresence, either through synchronous or asynchronous foot vibrations. Although the hands-and-feet-only avatar with the first-person perspective enhanced the walking sensation and telepresence, compared with the no-avatar condition, its effect was less prominent than that of the full-body avatar. However, the full-body avatar with the third-person perspective did not enhance the sensations of walking and leg action; rather, it impaired the sensations of self-motion and telepresence. Synchronous or rhythmic foot vibrations enhanced the sensations of self-motion, waking, leg action, and telepresence, irrespective of the avatar condition. These results suggest that the full-body or hands-and-feet avatar is effective for creating virtual walking experiences from the first-person perspective, but not the third-person perspective, and that the foot vibrations simulating footsteps are effective, regardless of the avatar condition.

Highlights

  • IntroductionRhythmic activity is controlled semi-automatically by a spinal locomotion network (central pattern generator) (MacKay-Lyons, 2002)

  • Walking is a fundamental physical activity in the daily lives of humans

  • We found significant interactions of the experiments and the avatar for all sensations [self-motion: F(2, 76) = 10.21, p = 0.0001, η2p = 0.21; walking: F(2, 76) = 8.83, p = 0.0004, η2p = 0.19; leg action: F(2, 76) = 4.40, p = 0.02, η2p = 0.10; telepresence: F(2, 76) = 13.24, p < 0.0001, η2p = 0.26]

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Summary

Introduction

Rhythmic activity is controlled semi-automatically by a spinal locomotion network (central pattern generator) (MacKay-Lyons, 2002). Walking produces various perceptions that differ from standing, humans are not typically conscious of them because of the semi-automatic process involved. Generating the pseudo-sensation of walking is a popular topic in the virtual reality (VR) field. Freiwald et al (2020) developed a virtual walking system by mapping the cycling biomechanics of seated users’ legs to virtual walking. These methods can produce a pseudo-sensation of walking because the participants move their legs, and the motor command and proprioception of the legs are similar to actual leg movements

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