Natural Locomotion Based on Foot-Mounted Inertial Sensors in a Wireless Virtual Reality System

2015 ◽  
Vol 24 (4) ◽  
pp. 298-321 ◽  
Author(s):  
Ernesto de la Rubia ◽  
Antonio Diaz-Estrella

Virtual reality has become a promising field in recent decades, and its potential now seems clearer than ever. With the development of handheld devices and wireless technologies, interest in virtual reality is also increasing. Therefore, there is an accompanying interest in inertial sensors, which can provide such advantages as small size and low cost. Such sensors can also operate wirelessly and be used in an increasing number of interactive applications. An example related to virtual reality is the ability to move naturally through virtual environments. This is the objective of the real-walking navigation technique, for which a number of advantages have previously been reported in terms of presence, object searching, and collision, among other concerns. In this article, we address the use of foot-mounted inertial sensors to achieve real-walking navigation in a wireless virtual reality system. First, an overall description of the problem is presented. Then, specific difficulties are identified, and a corresponding technique is proposed to overcome each: tracking of foot movements; determination of the user’s position; percentage estimation of the gait cycle, including oscillating movements of the head; stabilization of the velocity of the point of view; and synchronization of head and body yaw angles. Finally, a preliminary evaluation of the system is conducted in which data and comments from participants were collected.

2017 ◽  
Vol 79 (7) ◽  
Author(s):  
Kang Hooi-Siang ◽  
Mohamad Kasim Abdul Jalil ◽  
Lee Kee-Quen

Interactive simulation in automotive driving has enhanced the studies of driver behaviors, traffic control, and vehicle dynamics. The development of virtual reality (VR) technology leads to low cost, yet high fidelity, driving simulator become technically feasible. However, a good implementation of high realism and real-time interactive three-dimensional (3D) virtual environment (VE) in an automotive driving simulation are facing many technical challenges such as accessibility, dissimilarity, scalability, and sufficiency. The objective of this paper is to construct a virtual reality system for an automotive driving simulator. The technology with variations of terrain, roadway, buildings, and greenery was studied and developed in the VE of the simulator. Several important technical solutions in the construction of VE for driving simulation had been identified. Finally, the virtual reality system was interactively used in a driver-in-loop simulation for providing direct road elevation inputs to the analysis of vehicle dynamics model (VDM). The results indicated identical matching between the VDM inputs and the VE outputs. The outcomes of this paper lead to a human-in-the-loop foundation of a low-cost automotive driving simulator in the vehicle engineering research. 


Author(s):  
Penny J. Standen ◽  
David J. Brown ◽  
Steven Battersby ◽  
Marion Walker ◽  
Louise Connell ◽  
...  

2020 ◽  
Vol 33 (7) ◽  
pp. 1297-1312
Author(s):  
Przemysław Wechta

PurposeThe aim of the article is to analyze the process of creating spatial value. The object of the analysis concerns the riverside areas of the city of Poznan. The study focuses on spontaneous practices that are outside the legal regulations, thanks to less-visited places which have gained popularity among residents and disciplinary techniques introduced by government officials in response to such activities.Design/methodology/approachAt the theoretical level, the study is primarily based on Florian Znaniecki's spatial value concept and Michel Foucault's concept of power. The empirical research study includes quantitative (questionnaire-based interviews) and qualitative methods (expert interviews and content analysis).FindingsIdentification of the method of creating spatial value which does not require direct financial outlays; determination of disciplinary techniques used by government officials ultimately led to a reduction in the spatial value.Originality/valueThe article reveals the hidden mechanisms of functioning of the authority that defends itself against the reduction of its powers. It is an alternate way of analyzing and interpreting organizational changes in urban space to the one promoted by the Poznan authorities. The results can be used in various ways. Researchers representing the critical trend of urban research can interpret the process of creating spatial value by residents in terms of community, resistance and alternates to the actions of the authorities. From this point of view, the research study is interventional and exposing in nature. On the other hand, for city decision makers allowing the possibility to consume alcohol in a given area can be an effective, low-cost way of revitalizing it. Research can also be useful in assessing the effectiveness of particular disciplinary techniques by public officers.


2020 ◽  
Vol 10 (2) ◽  
pp. 486 ◽  
Author(s):  
Andrzej Burghardt ◽  
Dariusz Szybicki ◽  
Piotr Gierlak ◽  
Krzysztof Kurc ◽  
Paulina Pietruś ◽  
...  

The article presents a method of programming robots using virtual reality and digital twins. The virtual environment is a digital twin of a robotic station, built based on CAD models of existing station elements. The virtual reality system is used to record human movements in a virtual environment, which are then reproduced by a real robot. The method developed is dedicated mainly to such situations in which it is necessary for the robot to reproduce the movements of a human performing a process that is complicated from the point of view of robotization. An example of using the method for programming a robot implementing the process of cleaning ceramic casting moulds is presented.


2018 ◽  
Vol 19 (7) ◽  
pp. 1237-1244 ◽  
Author(s):  
Eun-Su Lim ◽  
Sung-Yi Yun ◽  
Yong-Suk Ko ◽  
Ha-Young Jung ◽  
Hong-Sub Choi

2016 ◽  
Vol 16 (4) ◽  
pp. 40
Author(s):  
Giovanni Fusco ◽  
Natela Shanidze ◽  
Preeti Verghese

2011 ◽  
Vol 291-294 ◽  
pp. 2682-2685
Author(s):  
Xiao Hui Xie ◽  
Cui Cui Zhao ◽  
Ru Xu Du ◽  
Xiao Fang Yu ◽  
Yue Zhang

During the liver intervention surgery, the excellent doctor with the help of CT image need puncture the patient several times to find the correct tumor position. Thus, the pain increases for the patient. For the problem a low-cost auxiliary robot system with the help of virtual reality technology for liver invasion surgery is introduced. The auxiliary arm can indicate the punctuation path for doctor and the virtual reality system can find the difference between the planning path of simulation and actual indication path of robot. Then the error can be compensated by modifying and updating the simulation model. Thus the system based on virtual reality is more accuracy and more effective.


2021 ◽  
Vol 2 ◽  
Author(s):  
Lorenz S. Neuwirth ◽  
Maxime Ros

Introduction: Students interested in neuroscience surgical applications learn about stereotaxic surgery mostly through textbooks that introduce the concepts but lack sufficient details to provide students with applied learning skills related to biomedical research. The present study employed a novel pedagogical approach which used an immersive virtual reality (VR) alternative to teach students stereotaxic surgery procedures through the point of view (POV) of the neuroscientist conducting the research procedures.Methods: The study compared the 180° video virtual reality head-mounted display (180° video VR HMD) and the 3D video computer display groups to address the learning gaps created by textbooks that insufficiently teach stereotaxic surgery, by bringing students into the Revinax® Virtual Training Solutions educational instruction platform/technology. Following the VR experience, students were surveyed to determine their ratings of the learning content and comprehension of the material and how it compared to a traditional lecture, an online/hybrid lecture, and YouTube/other video content, as well as whether they would have interest in such a pedagogical tool.Results: The 180° video VR HMD and the 3D video computer display groups helped students attend to and learn the material equally, it improved their self-study, and they would recommend that their college/university invest in this type of pedagogy. Students reported that both interventions increased their rate of learning, their retention of the material, and its translatability. Students equally preferred both interventions over traditional lectures, online/hybrid courses, textbooks, and YouTube/other video content to learn stereotaxic surgery.Conclusion: Students preferred to learn in and achieve greater learning outcomes from both the 180° video VR HMD and the 3D video computer display over other pedagogical instructional formats and thought that it would be a more humane alternative to show how to conduct the stereotaxic surgical procedure without having to unnecessarily use/practice and/or demonstrate on an animal. Thus, this pedagogical approach facilitated their learning in a manner that was consistent with the 3-Rs in animal research and ethics. The 180° video VR HMD and the 3D video computer display can be a low-cost and effective pedagogical option for distance/remote learning content for students as we get through the COVID-19 pandemic or for future alternative online/hybrid classroom instruction to develop skills/reskill/upskill in relation to neuroscience techniques.


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