Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3119881.3119889acmconferencesArticle/Chapter ViewAbstractPublication PagessapConference Proceedingsconference-collections
research-article
Public Access

Acquisition of survey knowledge using walking in place and resetting methods in immersive virtual environments

Published: 16 September 2017 Publication History

Abstract

Locomotion in large virtual environments is currently unsupported in smartphone-powered virtual reality headsets, particularly within the confines of limited physical space. While motion controllers are a workaround for this issue, they exhibit known problems: they occupy the subject's hands, and they cause poor navigation performance. In this paper, we investigate three hands-free methods for navigating large virtual environments. The first method is resetting, a reorientation technique that allows for both translation and rotation body-based cues. The other two methods are walking in place techniques that use only rotation-based cues. In the first walking in place technique, we make use of the inertial measurement unit of the smartphone embedded in a Samsung Gear VR to detect when subjects are stepping. The second technique uses the Kinect's skeletal tracking for step detection. In this paper, we measure the survey component of spatial knowledge to assess three navigation conditions. Our metrics examine how well subjects gather and retain information from their environment, as well as how well they integrate it into a single model. We find that resetting leads to the strongest acquisition of survey knowledge, which we believe is due to the vestibular cues provided by this method.

References

[1]
Antilatency. 2017. Antilatency: Positional Tracking for Mobile VR. http://antilatency.com/. (2017). Accessed: 2017-5-18.
[2]
Mahdi Azmandian, Timofey Grechkin, and Evan Suma Rosenberg. 2017. An evaluation of strategies for two-user redirected walking in shared physical spaces. In Virtual Reality (VR), 2017 IEEE. IEEE, 91--98.
[3]
Sarah S Chance, Florence Gaunet, Andrew C Beall, and Jack M Loomis. 1998. Locomotion mode affects updating of objects encountered during travel: The contribution of vestibular and proprioceptive inputs to path integration. Presence 7, 2 (1998), 168--178.
[4]
Elizabeth R Chrastil. 2013. Neural evidence supports a novel framework for spatial navigation. Psychonomic bulletin & review 20, 2 (2013), 208--227.
[5]
Elizabeth R Chrastil and William H Warren. 2013. Active and passive spatial learning in human navigation: Acquisition of survey knowledge. Journal of experimental psychology: learning, memory, and cognition 39, 5 (2013), 1520.
[6]
Elizabeth R Chrastil and William H Warren. 2015. Active and passive spatial learning in human navigation: acquisition of graph knowledge. Journal of experimental psychology: learning, memory, and cognition 41, 4 (2015), 1162.
[7]
Sarah H. Creem-Regehr, Jeanine K. Stefanucci, William B. Thompson, Nathan Nash, and Michael McCardell. 2015. Egocentric Distance Perception in the Oculus Rift (DK2). In Proceedings of the ACM SIGGRAPH Symposium on Applied Perception (SAP '15). ACM, New York, NY, USA, 47--50.
[8]
David Engel, Cristóbal Curio, Lili Tcheang, Betty Mohler, and Heinrich H. Bülthoff. 2008. A psychophysically calibrated controller for navigating through large environments in a limited free-walking space. In VRST '08: Proceedings of the 2008 ACM symposium on Virtual reality software and technology. ACM, New York, NY, USA, 157--164.
[9]
Jeff Feasel, Mary C Whitton, and Jeremy D Wendt. 2008. LLCM-WIP: Low-latency, continuous-motion walking-in-place. In 3D User Interfaces, 2008. 3DUI 2008. IEEE Symposium on. IEEE, 97--104.
[10]
S. Freitag, D. Rausch, and T. Kuhlen. 2014. Reorientation in virtual environments using interactive portals. In 2014 IEEE Symposium on 3D User Interfaces (3DUI). 119--122.
[11]
Google. 2017. Google Cardboard: Official VR Headsets. https://store.google.com/product/google_cardboard. (2017). Accessed: 2017-5-25.
[12]
Timofey Grechkin, Jerald Thomas, Mahdi Azmandian, Mark Bolas, and Evan Suma. 2016. Revisiting Detection Thresholds for Redirected Walking: Combining Translation and Curvature Gains. In Proceedings of the ACM Symposium on Applied Perception (SAP '16). ACM, New York, NY, USA, 113--120.
[13]
Victoria Interrante, Brian Ries, and Lee Anderson. 2007. Seven League Boots: A New Metaphor for Augmented Locomotion through Moderately Large Scale Immersive Virtual Environments. In IEEE Symposium on 3D User Interfaces. 167--170.
[14]
Toru Ishikawa and Daniel R Montello. 2006. Spatial knowledge acquisition from direct experience in the environment: Individual differences in the development of metric knowledge and the integration of separately learned places. Cognitive psychology 52, 2 (2006), 93--129.
[15]
KinectVR. 2017. Kinect VR: Room scale tracking for mobile VR. http://kinectvr.com. (2017). Accessed: 2017-5-18.
[16]
Eike Langbehn, Paul Lubos, Gerd Bruder, and Frank Steinicke. 2017. Application of redirected walking in room-scale VR. In Virtual Reality (VR), 2017 IEEE. IEEE, 449--450.
[17]
Robert Leeb, Claudia Keinrath, Doron Friedman, Christoph Guger, Reinhold Scherer, Christa Neuper, Maia Garau, Angus Antley, Anthony Steed, Mel Slater, and Gert Pfurtscheller. 2006. Walking by Thinking: The Brainwaves Are Crucial, Not the Muscles! Presence: Teleoperators and Virtual Environments 15, 5 (2006), 500--514.
[18]
Jack M Loomis, Roberta L Klatzky, Reginald G Golledge, and John W Philbeck. 1999. Human navigation by path integration. Wayfinding behavior: Cognitive mapping and other spatial processes (1999), 125--151.
[19]
Daniel R Montello. 2009. A conceptual model of the cognitive processing of environmental distance information. In International Conference on Spatial Information Theory. Springer, 1--17.
[20]
Daniel R Montello, David Waller, Mary Hegarty, and Anthony E Richardson. 2004. Spatial memory of real environments, virtual environments, and maps. Human spatial memory: Remembering where (2004), 251--285.
[21]
W Mou, M Zhao, and T P McNamara. 2007. Layout geometry in the selection of intrinsic frames of reference from multiple viewpoints. Journal of Experimental Psychology: Learning, Memory, and Cognition 33, 1 (2007), 145--154.
[22]
C.T. Neth, J.L. Souman, D. Engel, U. Kloos, H.H. Bu? andlthoff, and B.J. Mohler. 2011. Velocity-dependent dynamic curv ature gain for redirected walking. In Virtual Reality Conference (VR), 2011 IEEE. 151 --158.
[23]
Tabitha C. Peck, Henry Fuchs, and Mary C. Whitton. 2009. Evaluation of Reorientation Techniques and Distractors for Walking in Large Virtual Environments. IEEE Transactions on Visualization and Computer Graphics 15 (2009), 383--394.
[24]
Sharif Razzaque, Zachariah Kohn, and Mary C Whitton. 2001. Redirected Walking. Eurographics Short Presentation (2001).
[25]
Bernhard E. Riecke, Bobby Bodenheimer, Timothy P. McNamara, Besty Williams, Peng Peng, and Daniel Feuereissen. 2010. Do we need to walk for effective virtual reality navigation? physical rotations alone may suffice. Spatial Cognition VII (2010), 234--247.
[26]
John J. Rieser. 1989. Access to Knowledge of Spatial Structure at Novel Points of Observation. Journal of Experimental Psychology 15, 6 (1989), 1157--1165.
[27]
B Roskos-Ewoldsen, T P McNamara, A L Shelton, and W Carr. 1998. Mental representations of large and small spatial layouts are orientation dependent. J. Exp. Psych: Learn., Mem., Cog. 24, 1 (1998), 215--226.
[28]
Jeffrey N. Rouder, Paul L. Speckman, Dongchu Sun, Richard D. Morey, and Geoffrey Iverson. 2009. Bayesian t-Tests for Accepting and Rejecting the Null Hypothesis. Psychonomic Bulletin & Review 16 (2009), 225--237.
[29]
Roy A Ruddle. 2013. The effect of translational and rotational body-based information on navigation. In Human walking in virtual environments. Springer, 99--112.
[30]
Roy A Ruddle and Simon Lessels. 2006. For efficient navigation search, humans require full physical movement but not a rich visual scene. Psychological Science 6 (2006), 460--465.
[31]
Roy A Ruddle, Ekaterina Volkova, and Heinrich H Bülthoff. 2011. Walking improves your cognitive map in environments that are large-scale and large in extent. ACM Transactions on Computer-Human Interaction (TOCHI) 18, 2 (2011), 10.
[32]
Roy A Ruddle, Ekaterina Volkova, and Heinrich H Bülthoff. 2013. Learning to walk in virtual reality. ACM Transactions on Applied Perception (TAP) 10, 2 (2013), 11.
[33]
Daniela Schiller, Howard Eichenbaum, Elizabeth A Buffalo, Lila Davachi, David J Foster, Stefan Leutgeb, and Charan Ranganath. 2015. Memory and space: towards an understanding of the cognitive map. Journal of Neuroscience 35, 41 (2015), 13904--13911.
[34]
Amy L. Shelton and Timothy P. McNamara. 2001. Systems of Spatial Reference in Human Memory. Cognitive Psychology 43, 4 (2001), 274 -- 310. https://doi.org/
[35]
Alexander W Siegel and Sheldon H White. 1975. The development of spatial representations of large-scale environments. Advances in child development and behavior 10 (1975), 9--55.
[36]
Mel Slater, Martin Usoh, and Anthony Steed. 1995. Taking Steps: The influence of a Walking Technique on Presence in Virtual Reality. ACM Trans. Comput.-Hum. Interact. 2, 3 (Sept. 1995), 201--219.
[37]
Frank Steinicke, Gerd Bruder, Jason Jerald, Harald Frenz, and Markus Lappe. 2008. Analyses of human sensitivity to redirected walking. In Proceedings of the 2008 ACM symposium on Virtual Reality Software and Technology. ACM, New York, NY, USA, 149--156.
[38]
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 (2010), 17--27.
[39]
Evan A Suma, Gerd Bruder, Frank Steinicke, David M Krum, and Mark Bolas. 2012. A taxonomy for deploying redirection techniques in immersive virtual environments. In Virtual Reality Short Papers and Posters (VRW), 2012 IEEE. IEEE, 43--46.
[40]
David Swapp, Julian Williams, and Anthony Steed. 2010. The implementation of a novel walking interface within an immersive display. In 3D User Interfaces (3DUI), 2010 IEEE Symposium on. IEEE, 71--74.
[41]
Sam Tregillus and Eelke Folmer. 2016. Vr-step: Walking-in-place using inertial sensing for hands free navigation in mobile vr environments. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. ACM, 1250--1255.
[42]
Martin Usoh, Kevin Arthur, Mary C. Whitton, Rui Bastos, Anthony Steed, Mel Slater, and Frederick P. Brooks. 1999. Walking > Walking-in-Place > Flying, in Virtual Environments. In SIGGRAPH 99. 359--364.
[43]
Mary C. Whitton, Joseph V. Cohn, Jeff Feasel, Paul Zimmons, Sharif Razzaque, Sarah J. Poulton, Brandi McLeod, and Jr. Frederick P. Brooks. 2005. Comparing VE Locomotion Interfaces. Virtual Reality Conference, IEEE 0 (2005), 123--130.
[44]
Betsy Williams, Stephen Bailey, Gayathri Narasimham, Muqun Li, and Bobby Bodenheimer. 2011. Evaluation of walking in place on a Wii balance board to explore a virtual environment. ACM Trans. Appl. Percept. 8, 3, Article 19 (Aug. 2011), 14 pages.
[45]
Betsy Williams, Gayathri Narasimham, Bjoern Rump, Timothy P. McNamara, Thomas H. Carr, John J. Rieser, and Bobby Bodenheimer. 2007. Exploring Large Virtual Environments with an HMD when Physical Space is Limited. In Symposium on Applied Perception in Graphics and Visualization. Tübingen, Germany, 41--48.
[46]
Preston Tunnell Wilson, William Kalescky, Ansel MacLaughlin, and Betsy Williams. 2016. VR locomotion: walking> walking in place> arm swinging. In Proceedings of the 15th ACM SIGGRAPH Conference on Virtual-Reality Continuum and Its Applications in Industry-Volume 1. ACM, 243--249.
[47]
Preston Tunnell Wilson, Kevin Nguyen, Alyssa Harris, and Betsy Williams. 2014. Walking in place using the Microsoft Kinect to explore a large VE. In Proceedings of the 13th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry. ACM, 27--33.
[48]
Chengli Xiao, Weimin Mou, and Timothy P McNamara. 2009. Use of self-to-object and object-to-object spatial relations in locomotion. Journal of Experimental Psychology: Learning, Memory, and Cognition 35, 5 (2009), 1137.
[49]
Xianshi Xie, Qiufeng Lin, Haojie Wu, Gayathri Narasimham, Timothy P. McNamara, John Rieser, and Bobby Bodenheimer. 2010. A system for exploring large virtual environments that combines scaled translational gain and interventions. In Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization (APGV '10). ACM, New York, NY, USA, 65--72.
[50]
Ye Zheng, Matthew McCaleb, Courtney Strachan, and Betsy Williams. 2012. Exploring a virtual environment by walking in place using the Microsoft Kinect. In Proceedings of the ACM symposium on applied perception. ACM, 131--131.

Cited By

View all
  • (2023)User elicited gesture-based locomotion techniques for immersive VEs in a seated position: a comparative evaluationFrontiers in Virtual Reality10.3389/frvir.2023.11696544Online publication date: 30-Aug-2023
  • (2023)Does Teleporting Length Affect Spatial Awareness?2023 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)10.1109/ISMAR-Adjunct60411.2023.00034(126-130)Online publication date: 16-Oct-2023
  • (2022)[DC] Effects of Asymmetric Locomotion Methods on Collaborative Navigation and Wayfinding in Shared Virtual Environments2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW55335.2022.00327(952-953)Online publication date: Mar-2022
  • Show More Cited By

Index Terms

  1. Acquisition of survey knowledge using walking in place and resetting methods in immersive virtual environments

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    SAP '17: Proceedings of the ACM Symposium on Applied Perception
    September 2017
    101 pages
    ISBN:9781450351485
    DOI:10.1145/3119881
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 16 September 2017

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. navigation
    2. redirected walking
    3. virtual reality
    4. walking in place

    Qualifiers

    • Research-article

    Funding Sources

    Conference

    SAP '17
    Sponsor:
    SAP '17: ACM Symposium on Applied Perception 2017
    September 16 - 17, 2017
    Cottbus, Germany

    Acceptance Rates

    Overall Acceptance Rate 43 of 94 submissions, 46%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)78
    • Downloads (Last 6 weeks)12
    Reflects downloads up to 09 Nov 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2023)User elicited gesture-based locomotion techniques for immersive VEs in a seated position: a comparative evaluationFrontiers in Virtual Reality10.3389/frvir.2023.11696544Online publication date: 30-Aug-2023
    • (2023)Does Teleporting Length Affect Spatial Awareness?2023 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)10.1109/ISMAR-Adjunct60411.2023.00034(126-130)Online publication date: 16-Oct-2023
    • (2022)[DC] Effects of Asymmetric Locomotion Methods on Collaborative Navigation and Wayfinding in Shared Virtual Environments2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW55335.2022.00327(952-953)Online publication date: Mar-2022
    • (2022)Evaluating the Impact of Limited Physical Space on the Navigation Performance of Two Locomotion Methods in Immersive Virtual Environments2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)10.1109/VR51125.2022.00104(821-831)Online publication date: Mar-2022
    • (2022)Research Trends in Virtual Reality Locomotion Techniques2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)10.1109/VR51125.2022.00046(270-280)Online publication date: Mar-2022
    • (2021)Understanding Software Quality Metrics for Virtual Reality Products - A Mapping StudyProceedings of the 14th Innovations in Software Engineering Conference (formerly known as India Software Engineering Conference)10.1145/3452383.3452391(1-11)Online publication date: 25-Feb-2021
    • (2021)An Evaluation Testbed for Locomotion in Virtual RealityIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2020.303244027:3(1871-1889)Online publication date: 1-Mar-2021
    • (2021)Classifying In-Place Gestures with End-to-End Point Cloud Learning2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR52148.2021.00038(229-238)Online publication date: Oct-2021
    • (2021)The Impact of AR/VR on Spatial Memory Performance of Learners: A review2021 International Conference on Software Engineering & Computer Systems and 4th International Conference on Computational Science and Information Management (ICSECS-ICOCSIM)10.1109/ICSECS52883.2021.00021(75-79)Online publication date: Aug-2021
    • (2021)Exploring the Visual Space to Improve Depth Perception in Robot Teleoperation Using Augmented Reality: The Role of Distance and Target’s Pose in Time, Success, and CertaintyHuman-Computer Interaction – INTERACT 202110.1007/978-3-030-85623-6_31(522-543)Online publication date: 26-Aug-2021
    • Show More Cited By

    View Options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Get Access

    Login options

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media