Biomedical Engineering Reference
In-Depth Information
virtual
scene
coordinates
lab y
g T [ y ]
lab y
virtual
camera
coordinates
lab z
g T [ z ]
lab z
(a) physical volume
(b) scaled virtual volume
Fig. 10.2 Illustration of translation gains: ( a ) physical interaction volume in the virtual reality
laboratory with size
3 ,and( b ) virtual environment interaction volume with
( lab x , lab y , lab z ) ∈ R
3 scaled by translation gains
( g T [ x ] · lab x , g T [ y ] · lab y , g T [ z ] · lab z ) ∈ R
size
Translation Gains
Translation gains define the ratio between real and virtual head translations [ 32 ].
Similar to rotation gains, scaled translations can be described with translation gains
g T
3 , which are applied to relative changes in the position
= (
g T [ x ] ,
g T [ y ] ,
g T [ z ] ) ∈ R
x ( n )
y ( n )
z ( n )
3 for frame n
of the user's head
) ∈ R
∈ N
:
r
r
r
=
·
·
x ( n )
100 x ( n 1 )
x ( n )
Δ
g T [ x ] 000
0 g T [ y ] 00
00 g T [ z ] 0
0001
v
y ( n )
v
010 y ( n 1 )
r
y ( n )
Δ
v
z ( n )
v
001 z ( n 1 )
r
z ( n )
Δ
v
1
v
000 1
r
1
For instance, uniform scalings in horizontal walking directions are often applied
in immersive virtual environments allowing users to cover a larger distance in the
VE when walking in the physical workspace [ 37 ], which can be described with
translations gains g T [ x ] =
1 (see Fig. 10.2 ). This causes
a position change of the user's head in the real world
g T [ z ] >
1, and g T [ y ] =
x ( n )
y ( n )
z ( n )
3
) ∈ R
r
r
r
x ( n )
y ( n )
z ( n )
to be transferred to the VE as
, i.e., horizontal
movements along the x - and z -axes are scaled uniformly, whereas vertical head
bobbing movements along the y -axis are unaffected.
However, this approach still results in the problem that lateral head movements
are scaled while a user walks, which can be distracting for the user [ 11 ]. Instead of
scaling all horizontal motions with a translation gain, Interrante et al. [ 11 ] proposed
scaling translations only in a user-specified walking direction (i.e., the seven league
boots metaphor). Using a similar approach, Steinicke et al. [ 32 ] proposed using
the yaw orientation of the user's head as approximation of walking direction [ 1 ]to
(
g T [ x ] · Δ
,
g T [ x ] · Δ
)
r
r
r
 
 
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