2003 Fiscal Year Final Research Report Summary
Development of an Omni-directional Virtual Walk-space and its Evaluation
Project/Area Number |
14350126
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Research Category |
Grant-in-Aid for Scientific Research (B)
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Allocation Type | Single-year Grants |
Section | 一般 |
Research Field |
Intelligent mechanics/Mechanical systems
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Research Institution | University of Tsukuba |
Principal Investigator |
IWATA Hiroo University of Tsukuba, Institute of Engineering Mechanics, Professor, 機能工学系, 教授 (60184884)
|
Co-Investigator(Kenkyū-buntansha) |
HISHIMOTO Wataru Osaka Institute of Technology, Department of Information Engineering, Assistant Professor, 情報科学部情報メディア学科, 講師 (80323278)
YANO Hiroaki University of Tsukuba, Institute of Engineering Mechanics, Assistant Professor, 機能工学系, 講師 (80312825)
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Project Period (FY) |
2002 – 2003
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Keywords | virtual reality / walking / locomotion interface / immersive display |
Research Abstract |
This research executed experiments regarding navigation performance using a new locomotion interface for walking through virtual space. Although traveling on foot is the most intuitive style of locomotion, proprioceptive feedback from walking is not provided in most applications of virtual environment The Gait Master is a locomotion interface that creates sense of walking on uneven surface. The device employs a turntable on which two motion platforms are mounted. The motion platforms trace the feet and carry them back to the neutral position. The user can physically walk in a virtual space while the position is maintained. The motion platforms move vertically, which simulates uneven surface. The walker can climb up or go down a virtual staircase while the position is maintained. The GaitMaster is combined with a spherical immersive display, which covers full field of view Navigation performance was measured by path reproduction tests. Subjects were immersed in a virtual staircase. The subjects first traveled to the target object. After they reached it, the target object disappeared and the rehomed subjects were asked to return to the place where the target object was placed. The results showed quantitative recognition performance of 3D space
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Research Products
(3 results)