Step on it: asymmetric gain functions improve starting and stopping in virtual reality walking

Research output: Contribution to journalJournal articleResearchpeer-review

Standard

Step on it: asymmetric gain functions improve starting and stopping in virtual reality walking. / van Gemert, Thomas; Hornbæk, Kasper; Bergström, Joanna.

In: Virtual Reality, Vol. 27, No. 2, 06.2023, p. 777-795.

Research output: Contribution to journalJournal articleResearchpeer-review

Harvard

van Gemert, T, Hornbæk, K & Bergström, J 2023, 'Step on it: asymmetric gain functions improve starting and stopping in virtual reality walking', Virtual Reality, vol. 27, no. 2, pp. 777-795. https://doi.org/10.1007/s10055-022-00692-w

APA

van Gemert, T., Hornbæk, K., & Bergström, J. (2023). Step on it: asymmetric gain functions improve starting and stopping in virtual reality walking. Virtual Reality, 27(2), 777-795. https://doi.org/10.1007/s10055-022-00692-w

Vancouver

van Gemert T, Hornbæk K, Bergström J. Step on it: asymmetric gain functions improve starting and stopping in virtual reality walking. Virtual Reality. 2023 Jun;27(2):777-795. https://doi.org/10.1007/s10055-022-00692-w

Author

van Gemert, Thomas ; Hornbæk, Kasper ; Bergström, Joanna. / Step on it: asymmetric gain functions improve starting and stopping in virtual reality walking. In: Virtual Reality. 2023 ; Vol. 27, No. 2. pp. 777-795.

Bibtex

@article{0f9070b26d384969b79017e324b68c6d,
title = "Step on it: asymmetric gain functions improve starting and stopping in virtual reality walking",
abstract = "Transfer functions with a high translational gain can increase the range of walking in virtual reality. These functions determine how much virtual movements are amplified compared to the corresponding physical movements. However, it is unclear how the design of these functions influences the user{\textquoteright}s gait and experience when walking with high gain values. In a mixed-methods study with 20 users, we find that their best transfer functions are nonlinear and asymmetrical for starting and stopping. We use an optimization approach to determine individually optimized functions that are significantly better than a common approach of using a constant gain. Based on interviews, we also discuss what qualities of walking matter to users and how these vary across different functions. Our work shows that it is possible to create high-gain walking techniques that offer dramatically increased range of motion and speed but still feel like normal walking.",
keywords = "Faculty of Science, Virtual reality, Walking, Non-isometric, Transfer function, Gain, Locomotion, Acceleration, Stopping",
author = "{van Gemert}, Thomas and Kasper Hornb{\ae}k and Joanna Bergstr{\"o}m",
year = "2023",
month = jun,
doi = "10.1007/s10055-022-00692-w",
language = "English",
volume = "27",
pages = "777--795",
journal = "Virtual Reality",
issn = "1359-4338",
publisher = "Springer London",
number = "2",

}

RIS

TY - JOUR

T1 - Step on it: asymmetric gain functions improve starting and stopping in virtual reality walking

AU - van Gemert, Thomas

AU - Hornbæk, Kasper

AU - Bergström, Joanna

PY - 2023/6

Y1 - 2023/6

N2 - Transfer functions with a high translational gain can increase the range of walking in virtual reality. These functions determine how much virtual movements are amplified compared to the corresponding physical movements. However, it is unclear how the design of these functions influences the user’s gait and experience when walking with high gain values. In a mixed-methods study with 20 users, we find that their best transfer functions are nonlinear and asymmetrical for starting and stopping. We use an optimization approach to determine individually optimized functions that are significantly better than a common approach of using a constant gain. Based on interviews, we also discuss what qualities of walking matter to users and how these vary across different functions. Our work shows that it is possible to create high-gain walking techniques that offer dramatically increased range of motion and speed but still feel like normal walking.

AB - Transfer functions with a high translational gain can increase the range of walking in virtual reality. These functions determine how much virtual movements are amplified compared to the corresponding physical movements. However, it is unclear how the design of these functions influences the user’s gait and experience when walking with high gain values. In a mixed-methods study with 20 users, we find that their best transfer functions are nonlinear and asymmetrical for starting and stopping. We use an optimization approach to determine individually optimized functions that are significantly better than a common approach of using a constant gain. Based on interviews, we also discuss what qualities of walking matter to users and how these vary across different functions. Our work shows that it is possible to create high-gain walking techniques that offer dramatically increased range of motion and speed but still feel like normal walking.

KW - Faculty of Science

KW - Virtual reality

KW - Walking

KW - Non-isometric

KW - Transfer function

KW - Gain

KW - Locomotion

KW - Acceleration

KW - Stopping

U2 - 10.1007/s10055-022-00692-w

DO - 10.1007/s10055-022-00692-w

M3 - Journal article

VL - 27

SP - 777

EP - 795

JO - Virtual Reality

JF - Virtual Reality

SN - 1359-4338

IS - 2

ER -

ID: 318934104