Seated-WIP: Enabling Walking-in-Place Locomotion for Stationary Chairs in Confined Spaces

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Full-Body Interaction & Embodied InputImmersion & Presence Research

Title of the Paper

Seated-WIP: Enabling Walking-in-Place Locomotion for Stationary Chairs in Confined Spaces

Paper Information

  • Subject Area: Mobility techniques in Virtual Reality (VR) interaction
  • Keywords: VR locomotion, walking-in-place, seated locomotion, foot interaction, virtual reality interaction

Research Background and Issues

  • Problems and Challenges:

    • Addressing the mismatch between user movement in virtual environments and the constraints of the physical environment.
    • Traditional methods using controllers or upper-body tilting for movement have limitations in immersion and convenience, and they do not support prolonged interaction effectively.
    • Enabling users to comfortably explore virtual environments in confined spaces (e.g., airplane seats) has become a significant challenge.
  • Importance:

    • As VR applications become more widespread, users are increasingly concerned about the naturalness, immersion, and fatigue associated with virtual navigation.
    • Supporting natural walking operations in a seated posture has practical value for scenarios such as transportation.
  • Research Motivation and Related Work:

    • Traditional methods, such as walking-in-place techniques in a standing posture, enable infinite movement in virtual environments but can cause user fatigue.
    • Many existing designs involve controllers, head tilting, or specialized hardware, but there is still significant room for improvement in terms of efficiency, immersion, and balance.

Solution

  • Proposed Method:

    • A technique called "Seated Walking-in-Place (Seated-WIP)" is proposed, enabling virtual walking operations while seated in a stationary chair.
    • Foot sensors detect the stepping actions of the forefoot and heel, mapping basic movement operations such as forward, backward, in-place turning, and lateral movement.
  • Innovations:

    • Developed a more immersive interaction method that effectively reduces user fatigue.
    • Achieved multiple VR locomotion operations using simplified foot movements without relying on external devices.
    • Combined step-triggered positioning actions with a "Snap-Move" design to effectively mitigate motion sickness risks.
  • Implementation Steps and Techniques:

    1. The system uses infrared reflective sensors embedded in shoe soles to detect the pressing and lifting actions of the "forefoot" or "heel."
    2. Maps gait types to basic VR movement operations:
      • Alternating forefoot actions control forward movement.
      • Alternating heel actions control backward movement.
      • Same-side forefoot actions enable in-place turning.
      • Same-side heel actions enable lateral movement.
    3. The "Snap-Move" algorithm segments virtual movement into discrete small steps to reduce motion sickness.
    4. Integrated with a Unity-based VR system and Arduino hardware for low-latency data transmission.

Research Findings

  • Specific Findings:

    1. Two user studies were conducted to evaluate and validate Seated-WIP in terms of applicability, immersion, efficiency, and user preference:

      • Study 1: Analyzed the effects of gait (forefoot, heel, full foot) and sitting posture (upright, reclined, workstation), finding that the forefoot and heel designs were most favored.
      • Study 2: Compared Seated-WIP with controller-based and body-tilting VR locomotion methods, showing that Seated-WIP provided the best immersion while causing less fatigue than the tilting method.
    2. The Seated-WIP method significantly enhanced users' virtual walking experience, with participants expressing high satisfaction during experiments.

  • Relative Advantages:

    • Achieved significantly higher immersion scores compared to traditional controller-based and tilting methods.
    • Comparable fatigue levels to controller-based methods but more enjoyable to use.
    • Task completion efficiency was slightly lower than the controller method but higher than the tilting method.
  • Experimental and Evaluation Results:

    • While Seated-WIP performed slightly worse than the controller method in task completion time, there were no significant differences in path deviation or target completion accuracy.
    • Users predominantly preferred forefoot mapping for gait interactions, with the upright reclined sitting posture being the most popular.
  • Limitations and Future Directions:

    1. Currently unable to dynamically adjust virtual step length based on stride length.
    2. External factors such as sitting posture and shoe type require further investigation for their impact on gait interaction.
    3. Issues like footstep noise in noisy environments and privacy concerns in public spaces may need innovative design iterations (e.g., noise-canceling shoe soles).
    4. Alternative interaction methods for addressing long-term usage fatigue and accommodating diverse user groups (e.g., elderly or mobility-impaired users) warrant further exploration.

Conclusion

The Seated-WIP technique significantly enhances VR immersion through simple foot interactions, effectively manages motion sickness, and strikes a balance between efficiency, usability, and enjoyment. This research provides an innovative solution for VR applications in transportation or office environments, while also paving the way for future interaction design research and hardware innovation.

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https://hci.top/en/papers/chi/147661/2024

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DOI: https://doi.org/10.1145/3613904.3642395
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2024
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Full-Body Interaction & Embodied Input, Immersion & Presence Research
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