Centering Mechanisms for Stepping-in-Place Locomotion
Underlying Issue: When a person walks-in-place for any length of time wearing a closed bezel HMD (or with their eyes closed) they tend to drift off center. If the user is not re-centered he may move out of tracking range, or bump or trip on a physical obstruction.
I will confine this discussion to walking-in-place virtual locomotion controls because other techniques, like sliding the feet against the floor, impose their own set of requirements.
General Criteria
Ideally we want something that does not introduce sensory or cognitive distractions, or disrupts the user from what he’s doing in VR, while constantly keeping the user from moving off center. Distractions include having to pay attention to additional sensory cues and simply having to remain aware of where you are in the real world. Having to perform adjustments on an ongoing basis that you would not do in the real world is a background disruption. A foreground disruption is an interruption: having to stop what you’re doing and perform an adjustment (having to take a ‘time out’). If you can ignore the centering technique when focusing on immersive task, and if ignoring it produces dire consequences (like waking into a wall) then it is inadequate for its purpose.
Physical Centering Systems
Turning Harness: It provides a springy force to keep you centered while allowing you to turn freely. It pushes back against the drifting that would otherwise occur during stepping-in-place. It must have some lateral & vertical give and allow your hips to sway; otherwise you can’t step-in-place in a natural manner. It serves to push you back to the center, gently at first with the force increasing as you move further away.
Pros:
- You are always in contact with it, so it provides constant directional haptic feedback.
- Once you get use to stepping-in-place with well designed harness it neither distracts or disrupts your virtual locomotion.
- Leaning into a harness when you run-in-place makes it feel more like natural running.
Cons:
- It requires a somewhat complex mechanism & mounting scheme. – Added cost.
- It must be donned & adjusted to fit.
- Although go-prone turning harnesses exist they have yet to be perfected.
Standing in a Ring: It’s usually a fixed ring, with about a 1m radius.
Pros: - Cheap, if kept simple. - Provides obvious directional haptic feedback.
Cons: - You may bump into it abruptly, causing a minor distraction.
- Obstructs the arms & lower body postures.
An ODT: It would be used to re-center the user. Since rapid motions are performed by stepping-in-place, it only needs to perform low speed translation.
How easy is it to step-in-place with the ground slowly moving beneath your feet? I have not had the opportunity to try stepping-in-place on an ODT, so I’m not sure how distracting or disruptive it might be to have the tread moving under foot. If this not a problem then this would provide a good alternative.
Pros: - Just walk onto it to use it. - Very little interference with other natural movements.
Cons: - It has many moving parts. - It needs to be sturdy enough to jog in-place on.
Cue-Based Centering Systems (these could be combined)
All cue-based centering techniques impose both distractions and disruptions. The cue is a distraction. Since the user must react to the cue it presents at least a background disruption. Since cue-based techniques cannot physically guarantee the user doesn’t remain centered the user might find getting back on track to be an interruption.
Standing on a Textured or Slightly Raised Surface
Pros: - Very simple & cheap. - It does little to mess up your living room.
Cons: - It provides rather sparse directional feedback: ‘I know one foot is off, but where’s center?’
Standing in a Dish or on a Mound
Pros: - Fairly simple & cheap. - It provides better directional feedback than a flat mat.
Cons: - At what point does its curvature interfere with stepping or pose a trip hazard?
Haptic Feedback: Wearing a belt with tactors arranged at 45 degree intervals to provide directional feedback w.r.t. going off center. – I’d prefer to reserve this to indicate making contact with virtual surfaces. Mild electrical shocks could be applied in the same way.
Visual Feedback: There are too many different options to fully cover here. It needs to be directional & non obtrusive. It can become obtrusive if the user moves too far off center, but having to do so is an admission of failure.
Pros: - Free with every HMD.
Cons: - Adds visual clutter/distractions to the user’s view.
Open Bezel HMDs: a special case of providing visual feedback to allow the user to re-center himself.
Pros: - Its simple & cheap. - Some people claim it helps reduce sim-sickness.
Cons: - The user is now responsible for remaining aware of where he is in both the virtual and real world. Attending to the virtual world in your central vision and the physical world in part of your peripheral vision sets up some perceptual discrepancies.
Audio Feedback: It’s tricky to make this directional without interfering with other audio cues.
Sweet Spots
Having a moderate sized sweet-spot – say 2m x 2m: You could set up a limited space in which the user can move around ‘freely’ before the centering condition kicks in. The problem with this is that the user has to deal with two different modes of operation in terms of moving within the space and at the boundary. And without sufficient warning the user may not anticipate making contact with the boundary.
Having a fairly large sweet spot – say 4m x 4m: Then the user can choose to walk naturally for short distances or step-in-place to cover long distances. A problem with this is that the user needs to be able to manually re-center himself to make the most of the walking space. Thus the user needs to tell the system when he’s intentionally moving back to re-center himself by engaging a ‘clutch’ to avoid making virtual movements. – This means taking a time-out, which can be disruptive.
Conclusion
The advantage of the Turning Harness is that it constantly keeps the user centered even when it is ignored. This minimizes the distractive & disruptive effects involved in re-centering yourself, and thus enhances the virtual locomotion experience.
-JimT
I will confine this discussion to walking-in-place virtual locomotion controls because other techniques, like sliding the feet against the floor, impose their own set of requirements.
General Criteria
Ideally we want something that does not introduce sensory or cognitive distractions, or disrupts the user from what he’s doing in VR, while constantly keeping the user from moving off center. Distractions include having to pay attention to additional sensory cues and simply having to remain aware of where you are in the real world. Having to perform adjustments on an ongoing basis that you would not do in the real world is a background disruption. A foreground disruption is an interruption: having to stop what you’re doing and perform an adjustment (having to take a ‘time out’). If you can ignore the centering technique when focusing on immersive task, and if ignoring it produces dire consequences (like waking into a wall) then it is inadequate for its purpose.
Physical Centering Systems
Turning Harness: It provides a springy force to keep you centered while allowing you to turn freely. It pushes back against the drifting that would otherwise occur during stepping-in-place. It must have some lateral & vertical give and allow your hips to sway; otherwise you can’t step-in-place in a natural manner. It serves to push you back to the center, gently at first with the force increasing as you move further away.
Pros:
- You are always in contact with it, so it provides constant directional haptic feedback.
- Once you get use to stepping-in-place with well designed harness it neither distracts or disrupts your virtual locomotion.
- Leaning into a harness when you run-in-place makes it feel more like natural running.
Cons:
- It requires a somewhat complex mechanism & mounting scheme. – Added cost.
- It must be donned & adjusted to fit.
- Although go-prone turning harnesses exist they have yet to be perfected.
Standing in a Ring: It’s usually a fixed ring, with about a 1m radius.
Pros: - Cheap, if kept simple. - Provides obvious directional haptic feedback.
Cons: - You may bump into it abruptly, causing a minor distraction.
- Obstructs the arms & lower body postures.
An ODT: It would be used to re-center the user. Since rapid motions are performed by stepping-in-place, it only needs to perform low speed translation.
How easy is it to step-in-place with the ground slowly moving beneath your feet? I have not had the opportunity to try stepping-in-place on an ODT, so I’m not sure how distracting or disruptive it might be to have the tread moving under foot. If this not a problem then this would provide a good alternative.
Pros: - Just walk onto it to use it. - Very little interference with other natural movements.
Cons: - It has many moving parts. - It needs to be sturdy enough to jog in-place on.
Cue-Based Centering Systems (these could be combined)
All cue-based centering techniques impose both distractions and disruptions. The cue is a distraction. Since the user must react to the cue it presents at least a background disruption. Since cue-based techniques cannot physically guarantee the user doesn’t remain centered the user might find getting back on track to be an interruption.
Standing on a Textured or Slightly Raised Surface
Pros: - Very simple & cheap. - It does little to mess up your living room.
Cons: - It provides rather sparse directional feedback: ‘I know one foot is off, but where’s center?’
Standing in a Dish or on a Mound
Pros: - Fairly simple & cheap. - It provides better directional feedback than a flat mat.
Cons: - At what point does its curvature interfere with stepping or pose a trip hazard?
Haptic Feedback: Wearing a belt with tactors arranged at 45 degree intervals to provide directional feedback w.r.t. going off center. – I’d prefer to reserve this to indicate making contact with virtual surfaces. Mild electrical shocks could be applied in the same way.
Visual Feedback: There are too many different options to fully cover here. It needs to be directional & non obtrusive. It can become obtrusive if the user moves too far off center, but having to do so is an admission of failure.
Pros: - Free with every HMD.
Cons: - Adds visual clutter/distractions to the user’s view.
Open Bezel HMDs: a special case of providing visual feedback to allow the user to re-center himself.
Pros: - Its simple & cheap. - Some people claim it helps reduce sim-sickness.
Cons: - The user is now responsible for remaining aware of where he is in both the virtual and real world. Attending to the virtual world in your central vision and the physical world in part of your peripheral vision sets up some perceptual discrepancies.
Audio Feedback: It’s tricky to make this directional without interfering with other audio cues.
Sweet Spots
Having a moderate sized sweet-spot – say 2m x 2m: You could set up a limited space in which the user can move around ‘freely’ before the centering condition kicks in. The problem with this is that the user has to deal with two different modes of operation in terms of moving within the space and at the boundary. And without sufficient warning the user may not anticipate making contact with the boundary.
Having a fairly large sweet spot – say 4m x 4m: Then the user can choose to walk naturally for short distances or step-in-place to cover long distances. A problem with this is that the user needs to be able to manually re-center himself to make the most of the walking space. Thus the user needs to tell the system when he’s intentionally moving back to re-center himself by engaging a ‘clutch’ to avoid making virtual movements. – This means taking a time-out, which can be disruptive.
Conclusion
The advantage of the Turning Harness is that it constantly keeps the user centered even when it is ignored. This minimizes the distractive & disruptive effects involved in re-centering yourself, and thus enhances the virtual locomotion experience.
-JimT
