2014
DOI: 10.4137/jen.s13448
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Design and Application of a Novel Virtual Reality Navigational Technology (VRNChair)

Abstract: This paper presents a novel virtual reality navigation (VRN) input device, called the VRNChair, offering an intuitive and natural way to interact with virtual reality (VR) environments. Traditionally, VR navigation tests are performed using stationary input devices such as keyboards or joysticks. However, in case of immersive VR environment experiments, such as our recent VRN assessment, the user may feel kinetosis (motion sickness) as a result of the disagreement between vestibular response and the optical fl… Show more

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Cited by 33 publications
(25 citation statements)
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“…Comparable features from the real-world environment (red cube, blue cylinder, yellow cone and green sphere) were computer-rendered and located at each corner. The game engine tracked and recorded the position and orientation of the VRNChair 17 as it moved through the VR environment.
Figure 1 A comparison of the virtual room (left) and the real-world room (right).
…”
Section: Methodsmentioning
confidence: 99%
“…Comparable features from the real-world environment (red cube, blue cylinder, yellow cone and green sphere) were computer-rendered and located at each corner. The game engine tracked and recorded the position and orientation of the VRNChair 17 as it moved through the VR environment.
Figure 1 A comparison of the virtual room (left) and the real-world room (right).
…”
Section: Methodsmentioning
confidence: 99%
“…The participant interacted with the VRN environment by using our custom wheelchair. 18 The treatment protocol consisted of 45-minute training sessions, three times per week for 7 consecutive weeks. We evaluated the participant's performance by means of the MoCA and by studying the trajectories we recorded while he navigated in the VRN environment.…”
Section: Methodsmentioning
confidence: 99%
“…Nearly all VR systems in the literature use standard interaction devices such as a joystick (or keyboard input) and desktop display, 3,7,8,[14][15][16][17] but this interaction paradigm has been shown to baffle elderly people, since they are generally inexperienced with using such devices. 18 To avoid biasing the results of VRN training (ie, assuming a person has navigation difficulties when they merely were confused by the input device), we designed a custom input system based on a wheelchair. 18 Our custom wheelchair captures a user's motion in the real world and translates it to the VRN environment.…”
Section: Introductionmentioning
confidence: 99%
“…We developed a custom game engine on Unity 4.6 to allow a person to move throughout the VE. The engine read values from two devices: The VRNChair [18] and an orientation sensor (BNO055). The VRNChair measured the physical motions of forward and backward, whereas the orientation sensor measured the rotation of the VRNChair using an inertial measurement unit mode; those measurements were translated into the virtual domain.…”
Section: Experiments Setupmentioning
confidence: 99%
“…For validation, we employed a knowledge transfer paradigm between an RE and the corresponding VE created using RTAB-Map in conjunction with Hector SLAM. To provide an interactive and an immersive VE environment, we employed a Head Mounted Display (HMD) in conjunction with a specialized wheel-chair (VRNChair) [18]. The HMD, with a head tracking system, provided a wide field of view and allowed for head rotation, while the VRNChair provided body translation and rotation to allow the participants to actively move within the environment.…”
Section: Introductionmentioning
confidence: 99%