
of the interface designer, then, is to make trade-offs to maximize the correspondence
of virtual locomotion to real locomotion in terms of the movements the user makes
and
the movements the user perceives through feedback to her various senses.
If you are designing a locomotion interface, you have to decide what motion
by which part of the user’s body will generate a particular type of locomotion. Fac-
tors in this choice are not only how like natural motion it is, but also whether this
motion will stimulate other senses—in particular the vestibular system—in the
same way that natural motion would.
First, as the interface designer, you have to choose one or more tracker sys-
tems, decide what parts of the body to track, and determine how to interpret those
tracker readings. Natural forward motion is relatively easy to accomplish in a
walking-in-place interface with only a few sensor input signals, such as if trackers
on the knees show the feet are going up and down, then move forward. If the design
criteria require that the user be able to move sideways and backward while looking
forward, it becomes much more difficult to define a natural motion that can be
detected from the output of only two sensors. The Gaiter system enabled sideways
and backward motion by having the user make distinctive gestures with her legs
(Templeman et al., 1999). The user swings her leg sideways from the hip to move
sideways and kicks her heels up behind her when stepping to move backward.
In fact, users can move in any direction by extending their legs in the desired direc-
tion. While these movements are not the way we normally move sideways or back-
ward, the gestures are somewhat consistent with the intended direction of motion.
Walking-in-place provides many of the same sensory cues as really walking,
except that the user experiences, and senses, none of the physical forces asso-
ciated with forward momentum. The part of the interface most critical for making
feedback natural are the algorithms executed in the function box in Figure 4.9
labeled “Interpret signals and convert to D POV.” To date, almost all of these algo-
rithms have been very simple—detect a step, move forward a step. A few inter-
faces have begun to improve the naturalness of the visual feedback with a more
complex model that reflects, frame to frame, the subtle variations in velocity that
occur in natural human walking.
4.4.2 Higher-Fidelity Reproduction of Human Gait
When we walk through the real world, the position of our viewpoint changes
continuously, but not at a constant speed. Our speed goes through cycles of accel-
eration and deceleration as we step. The graph in Figure 4.19 (
right
) shows how
our speed varies: There is a dominant pattern of speeding up as we start followed
by a
rhythmic phase
of near constant speed that lasts until we slow down to stop. The
smaller perturbations in speed are the small accelerations and decelerations that
occur as we take steps (Inman, 1981). Ideally, if we measured and plotted the speed
for users of our virtual-locomotion interface, it would look much like this figure.
The ideal is difficult to achieve, but our approximations are getting better.
4.4 Human Factors of the Interface
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