Abstract. Virtual Reality has known exponential development in the recent years and presents important research vectors for the years to come. One major issue, unresolved yet, remains the totally immersion feeling in Virtual Environment (VE) and one of it's most important aspects still to be researched is locomotion in VE. In this direction the authors propose a bidirectional active treadmill based device adapted from an ordinary unidirectional treadmill. The device is used for researching a way to walk smoothly and in an undisturbed fashion on a very limited surface area. For controlling the treadmill's speed and direction the authors propose two simple algorithms. The implementation of the algorithms, experimental setup, tests and results are presented as well. The author's discussion including a critical perspective about the results is also reported. The final part concludes this paper with the authors' perspective and future vectors to be implemented and researched still.
Abstract. Simple human gait can be difficult, unfeasible and not always practical in Virtual Reality, because of spatial and technological limitations. For 3D virtual environment travelling, different walking platforms have been developed in the last few years, but navigation using most of them is far from bringing naturalness to the user's movements. Users sometimes are unsecure and they are trying to adapt and to correct any irregularities they feel. Our research is focused on specific walking patterns that characterize the intention of walking: starting walking with a certain speed, maintaining a desired speed, accelerated walking, decelerated walking, stopping. In laboratory conditions, using a motion capturing system, these behaviors were reproduced, measured and analyzed.
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