2010 IEEE Virtual Reality Conference (VR) 2010
DOI: 10.1109/vr.2010.5444812
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GUD WIP: Gait-Understanding-Driven Walking-In-Place

Abstract: Many Virtual Environments require walking interfaces to explore virtual worlds much larger than available real-world tracked space. We present a model for generating virtual locomotion speeds from Walking-In-Place (WIP) inputs based on walking biomechanics. By employing gait principles, our model – called Gait-Understanding-Driven Walking-In-Place (GUD WIP) – creates output speeds which better match those evident in Real Walking, and which better respond to variations in step frequency, including realistic sta… Show more

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Cited by 107 publications
(82 citation statements)
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“…Different technologies have been used to detect steps in place: magnetic trackers [2,4,5], force sensors placed on shoe insoles [5], optical camera trackers [8], Wiimote Nintendo TM accelerometers [14] and Wii Balance Boards [13]. Several different body segment motions are tracked to generate virtual output, including the head [4], knees [5,10] and shins [2,8]. These evolutions in user input have enabled the improvement of footstep latency times (starting and stopping travel) [2,10] and have assured the continuity and smoothness of the movement between and within steps [2,8].…”
Section: Introductionmentioning
confidence: 99%
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“…Different technologies have been used to detect steps in place: magnetic trackers [2,4,5], force sensors placed on shoe insoles [5], optical camera trackers [8], Wiimote Nintendo TM accelerometers [14] and Wii Balance Boards [13]. Several different body segment motions are tracked to generate virtual output, including the head [4], knees [5,10] and shins [2,8]. These evolutions in user input have enabled the improvement of footstep latency times (starting and stopping travel) [2,10] and have assured the continuity and smoothness of the movement between and within steps [2,8].…”
Section: Introductionmentioning
confidence: 99%
“…Several different body segment motions are tracked to generate virtual output, including the head [4], knees [5,10] and shins [2,8]. These evolutions in user input have enabled the improvement of footstep latency times (starting and stopping travel) [2,10] and have assured the continuity and smoothness of the movement between and within steps [2,8]. In addition, different types of virtual locomotion control laws are based on neural networks [2], knee pattern recognition [5], signal processing [2] and biomechanical state machines [8].…”
Section: Introductionmentioning
confidence: 99%
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“…a physical gait model together with a Kalman filter could provide far better smoothing with low latency than exponential smoothing. Similar approaches used for so-called walk-in-place interaction devices might be adapted for this purpose [25].…”
Section: Future Workmentioning
confidence: 99%