Virtual proxemics: Locomotion in the presence of obstacles in large immersive projection environments

In this paper, we investigate obstacle avoidance behavior during real walking in a large immersive projection setup. We analyze the walking behavior of users when avoiding real and virtual static obstacles. In order to generalize our study, we consider both anthropomorphic and inanimate objects, eac...

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Published in:Proceedings of the IEEE Virtual Reality Annual International Symposium pp. 75 - 80
Main Authors: Sanz, Ferran Argelaguet, Olivier, Anne-Helene, Bruder, Gerd, Pettre, Julien, Lecuyer, Anatole
Format: Conference Proceeding
Language:English
Published: IEEE 01.03.2015
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ISSN:1087-8270
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Abstract In this paper, we investigate obstacle avoidance behavior during real walking in a large immersive projection setup. We analyze the walking behavior of users when avoiding real and virtual static obstacles. In order to generalize our study, we consider both anthropomorphic and inanimate objects, each having his virtual and real counterpart. The results showed that users exhibit different locomotion behaviors in the presence of real and virtual obstacles, and in the presence of anthropomorphic and inanimate objects. Precisely, the results showed a decrease of walking speed as well as an increase of the clearance distance (i. e., the minimal distance between the walker and the obstacle) when facing virtual obstacles compared to real ones. Moreover, our results suggest that users act differently due to their perception of the obstacle: users keep more distance when the obstacle is anthropomorphic compared to an inanimate object and when the orientation of anthropomorphic obstacle is from the profile compared to a front position. We discuss implications on future large shared immersive projection spaces.
AbstractList In this paper, we investigate obstacle avoidance behavior during real walking in a large immersive projection setup. We analyze the walking behavior of users when avoiding real and virtual static obstacles. In order to generalize our study, we consider both anthropomorphic and inanimate objects, each having his virtual and real counterpart. The results showed that users exhibit different locomotion behaviors in the presence of real and virtual obstacles, and in the presence of anthropomorphic and inanimate objects. Precisely, the results showed a decrease of walking speed as well as an increase of the clearance distance (i. e., the minimal distance between the walker and the obstacle) when facing virtual obstacles compared to real ones. Moreover, our results suggest that users act differently due to their perception of the obstacle: users keep more distance when the obstacle is anthropomorphic compared to an inanimate object and when the orientation of anthropomorphic obstacle is from the profile compared to a front position. We discuss implications on future large shared immersive projection spaces.
Author Lecuyer, Anatole
Olivier, Anne-Helene
Pettre, Julien
Bruder, Gerd
Sanz, Ferran Argelaguet
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  givenname: Anne-Helene
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  fullname: Pettre, Julien
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  givenname: Anatole
  surname: Lecuyer
  fullname: Lecuyer, Anatole
  email: anatole.lecuyer@inria.fr
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Snippet In this paper, we investigate obstacle avoidance behavior during real walking in a large immersive projection setup. We analyze the walking behavior of users...
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StartPage 75
SubjectTerms Analysis of variance
and Virtual Realities
Augmented
Collision avoidance
Glass
H.5.1 [Information Interfaces and Presentation]: Multimedia Information Systems - Artificial
I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Virtual Reality
Legged locomotion
Trajectory
Virtual environments
Visualization
Title Virtual proxemics: Locomotion in the presence of obstacles in large immersive projection environments
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