Gait parameters while walking in a head-mounted display virtual environment and the real world Anonymous for blind review Full-body motion tracking data was collected for six subjects during free walking. Each participant was asked to walk to a previously seen target under four experimental conditions: eyes closed within the real world, eyes closed wearing a head-mounted display (HMD), eyes open in the real world, and eyes open wearing a HMD. We report three gait parameters for each of these four conditions: stride length, walking velocity, and head-trunk angle. This data reveals that these gait parameters within a HMD virtual environment (VE) are different than those in the real world. A person wearing a HMD and backpack walks slower, and ...
Agethen P, Subramanian Sekar V, Gaisbauer F, Pfeiffer T, Otto M, Rukzio E. Behavior Analysis of Huma...
Pfeiffer T, Schmidt A, Renner P. Detecting Movement Patterns from Inertial Data of a Mobile Head-Mou...
There is a discrepancy between the ability to correctly match the gains of visual and motor speed in...
Full-body motion tracking data was collected for six subjects during free walking. Each participant ...
It has been shown that virtual environment (VE) users make systematic errors of distance compression...
This poster details a study investigating the effect of Head Mounted Display (HMD) weight and locomo...
One of the main goals of immersive virtual reality is to allow people to walk in virtual environment...
Walking constitutes the predominant form of self-propelled movement from one geographic location to ...
Numerous studies report that people underestimate egocentric distances in Head-Mounted Display (HMD)...
What was once a science fiction fantasy, virtual reality (VR) technology has evolved and come a long...
The question of how perceptions differ between VR and the real world has far reaching implications f...
Walking-In-Place (WIP) techniques make it possible to facilitate relatively natural locomotion withi...
There is a discrepancy between the ability to correctly match the gains of visual and motor speed in...
Objective: Gait adaptation to environmental challenges is fundamental for independent and safe commu...
Background. The aim of this study was to examine the kinematic gait adjustments performed in respons...
Agethen P, Subramanian Sekar V, Gaisbauer F, Pfeiffer T, Otto M, Rukzio E. Behavior Analysis of Huma...
Pfeiffer T, Schmidt A, Renner P. Detecting Movement Patterns from Inertial Data of a Mobile Head-Mou...
There is a discrepancy between the ability to correctly match the gains of visual and motor speed in...
Full-body motion tracking data was collected for six subjects during free walking. Each participant ...
It has been shown that virtual environment (VE) users make systematic errors of distance compression...
This poster details a study investigating the effect of Head Mounted Display (HMD) weight and locomo...
One of the main goals of immersive virtual reality is to allow people to walk in virtual environment...
Walking constitutes the predominant form of self-propelled movement from one geographic location to ...
Numerous studies report that people underestimate egocentric distances in Head-Mounted Display (HMD)...
What was once a science fiction fantasy, virtual reality (VR) technology has evolved and come a long...
The question of how perceptions differ between VR and the real world has far reaching implications f...
Walking-In-Place (WIP) techniques make it possible to facilitate relatively natural locomotion withi...
There is a discrepancy between the ability to correctly match the gains of visual and motor speed in...
Objective: Gait adaptation to environmental challenges is fundamental for independent and safe commu...
Background. The aim of this study was to examine the kinematic gait adjustments performed in respons...
Agethen P, Subramanian Sekar V, Gaisbauer F, Pfeiffer T, Otto M, Rukzio E. Behavior Analysis of Huma...
Pfeiffer T, Schmidt A, Renner P. Detecting Movement Patterns from Inertial Data of a Mobile Head-Mou...
There is a discrepancy between the ability to correctly match the gains of visual and motor speed in...