| Literature DB >> 27503112 |
Adrián Borrego1, Jorge Latorre1, Roberto Llorens2,3, Mariano Alcañiz1, Enrique Noé4.
Abstract
BACKGROUND: Even though virtual reality (VR) is increasingly used in rehabilitation, the implementation of walking navigation in VR still poses a technological challenge for current motion tracking systems. Different metaphors simulate locomotion without involving real gait kinematics, which can affect presence, orientation, spatial memory and cognition, and even performance. All these factors can dissuade their use in rehabilitation. We hypothesize that a marker-based head tracking solution would allow walking in VR with high sense of presence and without causing sickness. The objectives of this study were to determine the accuracy, the jitter, and the lag of the tracking system and its elicited sickness and presence in comparison of a CAVE system.Entities:
Keywords: Ecological validity; Motion tracking; Presence; Virtual reality; Walking
Mesh:
Year: 2016 PMID: 27503112 PMCID: PMC4977644 DOI: 10.1186/s12984-016-0174-1
Source DB: PubMed Journal: J Neuroeng Rehabil ISSN: 1743-0003 Impact factor: 4.262
Fig. 1Setup of the walking virtual reality system. Experimental setup of the walking virtual reality system: a head mounted display; b RGB camera; c pattern of fiducial markers; and d) snapshot virtual environment that is being displayed to the user
Fig. 2Setup of the CAVE system. Experimental setup of the CAVE system: a 3D glasses; b interaction device; and c infrared tracking cameras
Fig. 3Virtual environment. A virtual aisle of a grocery store with 72 different kind of sodas was used in the experiment
Modified presence questionnaire
| Questionnaire |
| Visual aspects |
| Interaction |
| Consistency with the real world |
| Subjective factors |
Modified version of the Presence Questionnaire. Items were categorized in four domains: visual aspects, interaction, consistency with the real world, and subjective factors
Objective parameters
| On the floor | In sitting position | In standing position | |
|---|---|---|---|
| Number of markers ( | 68 | 15 | 7 |
| Accuracy (cm) | |||
| X coordinate | 0.83 ± 0.42 | 0.57 ± 0.26 | 0.51 ± 0.26 |
| Jitter (cm) | |||
| X coordinate | 0.32 ± 0.53 | 0.05 ± 0.08 | 0.07 ± 0.13 |
Number of the markers detected in the center of the grid. Accuracy and jitter values estimated in the intersection points of the grid. Results are defined in terms of mean and standard deviation
Fig. 4Number of markers detected at different walking speed. Number of markers detected each 10 cm at three different speeds: 0.38 m/s (red), 1.01 m/s (blue), and 1.79 m/s (black)
Subjective responses
| CAVE | Walking virtual reality system | Significance | |
|---|---|---|---|
| Slater-Usoh-Steed Questionnaire (3–21) | 14.6 ± 0.6 | 17.6 ± 0.3 |
|
| Presence Questionnaire (21–147) | 93.5 ± 3.2 | 107.4 ± 2.0 |
|
| Visual aspects (1–7) | 5.2 ± 1.1 | 5.3 ± 0.8 | NS |
| Interaction (1–7) | 4.4 ± 1.3 | 5.5 ± 0.8 |
|
| Consistency (1–7) | 5.1 ± 1.2 | 5.8 ± 0.8 |
|
| Subjective factors (1–7) | 5.1 ± 1.2 | 5.6 ± 0.7 |
|
Sense of presence assessed with the Slater-Usoh-Steed Questionnaire and the Presence Questionnaire elicited in both the CAVE and the walking system. Results are defined in terms of mean and standard deviation. NS: non significant