Human Walking in Virtual Environments 2013
DOI: 10.1007/978-1-4419-8432-6_11
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Stepping-Driven Locomotion Interfaces

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Cited by 15 publications
(8 citation statements)
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References 32 publications
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“…Since then, different aspects of the walking in place technique have been examined, such as step detections, start and stop latency [20]; and smooth speed control [72]. Smooth speed control was important because of the phenomenon of visual cues making the users feel like they are running with a slower speed than the actual treadmill speed [73], [74].…”
Section: Walking In Placementioning
confidence: 99%
“…Since then, different aspects of the walking in place technique have been examined, such as step detections, start and stop latency [20]; and smooth speed control [72]. Smooth speed control was important because of the phenomenon of visual cues making the users feel like they are running with a slower speed than the actual treadmill speed [73], [74].…”
Section: Walking In Placementioning
confidence: 99%
“…The proposed system is designed to conform with "general goals for locomotion interfaces" suggested in [32]. In particular, the walking (foot-tapping) gesture should be easy to learn and use and should not impose a high cognitive load; the user of the interface should have an ability to use handheld and desktop devices using upper limbs; it should be safe, comfortable, compact, and should not cause fatigue and simulator sickness.…”
Section: Mechatronic Design Of the Ankle Platformmentioning
confidence: 99%
“…Similarly, the system looked for no steps for two cycles to stop the virtual walking. Since then, different aspects of the walking in place technique have been examined, such as step detection, start and stop latency (Feasel et al, 2008), and smooth motion (Whitton and Peck, 2013). Wendt et al (2010) proposed system used a biomechanical state machine to control the virtual walking, and found more consistent output speeds compared to a study by Feasel et al (2008).…”
Section: Walking In Placementioning
confidence: 99%