ABSTRACT
This paper proposes a novel redirected walking technique that creates the feeling of walking uphill and downhill in the virtual environment while actually walking on a flat floor in the real world. We focus on the amount of energy consumed while walking uphill and downhill. Previous studies show that walking uphill takes three times as much energy as walking on a flat ground while walking downhill takes only half as much energy. We believe that the walking feeling in the virtual environment could be improved by changing the walking distance according to the gradient and bringing it closer to the energy consumption at the actual ascending and descending walk. We conducted a preliminary experiment to confirm that the proposed method is effective and the experimental results imply that our method is efficient for walking uphill.
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- Maud Marchal, Anatole Lécuyer, Gabriel Cirio, Laurent Bonnet, and Mathieu Emily. 2010. Walking up and down in immersive virtual worlds: Novel interactive techniques based on visual feedback. In 3D User Interfaces (3DUI), 2010 IEEE Symposium on. IEEE, 19--26. Google ScholarDigital Library
- Alberto E Minetti, Christian Moia, Giulio S Roi, Davide Susta, and Guido Ferretti. 2002. Energy cost of walking and running at extreme uphill and downhill slopes. Journal of applied physiology 93, 3 (2002), 1039--1046.Google ScholarCross Ref
- Sharif Razzaque, Zachariah Kohn, and Mary C Whitton. 2001. Redirected walking. In Proceedings of EUROGRAPHICS, Vol. 9. Citeseer, 105--106.Google ScholarDigital Library
- Frank Steinicke, Gerd Bruder, Jason Jerald, Harald Frenz, and Markus Lappe. 2010. Estimation of detection thresholds for redirected walking techniques. IEEE Transactions on Visualization and Computer Graphics 16, 1 (2010), 17--27. Google ScholarDigital Library
Index Terms
Walking uphill and downhill: redirected walking in the vertical direction
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