Stepping strategies following external perturbations from different directions is investigated in this work. We analysed the effect of the perturbation angle as well as the level of awareness of individuals and characterised steps out of the sagittal plane between Loaded Side Steps (LSS), Unloaded Medial Steps (UMS) and Unloaded Crossover Steps (UCS). A novel experimental paradigm involving perturbations in different directions was performed on a group of 21 young adults (10 females, 11 males, 20-38 years).
View Article and Find Full Text PDFBackground: Chronic Non-Specific Low Back Pain (cNSLBP) has been identified as one of the leading global causes of disability and is characterized by symptoms without clear patho-anatomical origin. The majority of clinical trials assess cNSLBP using scales or questionnaires, reporting an influence of cognitive, emotional and behavioral factors. However, few studies have explored the effect of chronic pain in daily life tasks such as walking and avoiding obstacles, which involves perceptual-motor processes to interact with the environment.
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July 2024
Gaze behavior of virtual characters in video games and virtual reality experiences is a key factor of realism and immersion. Indeed, gaze plays many roles when interacting with the environment; not only does it indicate what characters are looking at, but it also plays an important role in verbal and non-verbal behaviors and in making virtual characters alive. Automated computing of gaze behaviors is however a challenging problem, and to date none of the existing methods are capable of producing close-to-real results in an interactive context.
View Article and Find Full Text PDFWhen two streams of pedestrians cross at an angle, striped patterns spontaneously emerge as a result of local pedestrian interactions. This clear case of self-organized pattern formation remains to be elucidated. In counterflows, with a crossing angle of 180°, alternating lanes of traffic are commonly observed moving in opposite directions, whereas in crossing flows at an angle of 90°, diagonal stripes have been reported.
View Article and Find Full Text PDFBackground: Individuals who have sustained a concussion often display associated balance control deficits and visuomotor impairments despite being cleared by a physician to return to sport. Such visuomotor impairments can be highlighted in collision avoidance tasks that involves a mutual adaptation between two walkers. However, studies have yet to challenged athletes with a previous concussion during an everyday collision avoidance task, following return to sport.
View Article and Find Full Text PDFVirtual steering techniques enable users to navigate in larger Virtual Environments (VEs) than the physical workspace available. Even though these techniques do not require physical movement of the users (e.g.
View Article and Find Full Text PDFBackground: Collision avoidance between two walkers requires a mutual adaptation based on visual information in order to be successful. Age-related changes to visuomotor processing, kinesthetic input, and intersegmental dynamics increases the risk of collision and falls in older adults. However, few studies examine behavioural strategies in older adults during collision avoidance tasks with another pedestrian.
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July 2022
Virtual reality (VR) is a valuable experimental tool for studying human movement, including the analysis of interactions during locomotion tasks for developing crowd simulation algorithms. However, these studies are generally limited to distant interactions in crowds, due to the difficulty of rendering realistic sensations of collisions in VR. In this article, we explore the use of wearable haptics to render contacts during virtual crowd navigation.
View Article and Find Full Text PDFNavigating crowded community spaces requires interactions with pedestrians that follow rectilinear and curvilinear trajectories. In the case of rectilinear trajectories, it has been shown that the perceived action opportunities of the walkers might be afforded based on a future distance of closest approach. However, little is known about collision avoidance behaviours when avoiding walkers that follow curvilinear trajectories.
View Article and Find Full Text PDFClimate changes in the Arctic may weaken the currently tight pelagic-benthic coupling. In response to decreasing sea ice cover, arctic marine systems are expected to shift from a 'sea-ice algae-benthos' to a 'phytoplankton-zooplankton' dominance. We used mollusc shells as bioarchives and fatty acid trophic markers to estimate the effects of the reduction of sea ice cover on the food exported to the seafloor.
View Article and Find Full Text PDFFrequently, in rugby, players incorporate deceptive motions (e.g., a side-step) in order to pass their opponent.
View Article and Find Full Text PDFBackground: Collision avoidance between two walkers involves a mutual adaptation to speed and orientation in order to successfully avoid a collision. Minimum Predicted Distance (MPD) is the distance at which two walkers would collide if their speed and path trajectory were maintained at first sight of one another. MPD has been used to describe the risk of collision and its evolution over time between two adult walkers when on a collision course.
View Article and Find Full Text PDFCollision avoidance between multiple walkers, such as pedestrians in a crowd, is based on a reciprocal coupling between the walkers with a continuous loop between perception and action. Such interpersonal coordination has previously been studied in the case of dyadic locomotor interactions. However, when walking through a crowd of people, collision avoidance is not restricted to dyadic interactions.
View Article and Find Full Text PDFPrevious studies showed the existence of implicit interaction rules shared by human walkers when crossing each other. Especially, each walker contributes to the collision avoidance task and the crossing order, as set at the beginning, is preserved along the interaction. This order determines the adaptation strategy: the first arrived increases his/her advance by slightly accelerating and changing his/her heading, whereas the second one slows down and moves in the opposite direction.
View Article and Find Full Text PDFDaily activities require agents to interact with each other, such as during collision avoidance. The nature of visual information that is used for a collision free interaction requires further understanding. We aim to manipulate the nature of visual information in two forms, global and local information appearances.
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July 2018
Navigating in virtual environments requires using some locomotion interfaces, especially when the dimensions of the environment exceed the ones of the Virtual Reality system. Locomotion interfaces induce some biases both in the perception of the self-motion or in the formation of virtual locomotion trajectories. These biases have been mostly evaluated in the context of static environments, and studies need to be revisited in the new context of populated environments where users interact with virtual characters.
View Article and Find Full Text PDFRobots and Humans have to share the same environment more and more often. In the aim of steering robots in a safe and convenient manner among humans it is required to understand how humans interact with them. This work focuses on collision avoidance between a human and a robot during locomotion.
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December 2015
Accurate distance perception and natural interactions are mandatory conditions when training precision aiming tasks in VR. However, many factors specific to virtual environments (VEs) lead to differences in the way users execute a motor task in VR versus the real world. To investigate these differences, the authors performed a study on basketball beginners' free-throw performance in VEs under different visual conditions.
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April 2015
When avoiding a group, a walker has two possibilities: either he goes through it or around it. Going through very dense groups or around huge ones would not seem natural and could break any sense of presence in a virtual environment. This paper aims to enable crowd simulators to handle such situations correctly.
View Article and Find Full Text PDFIn this paper we study how the visual animation of a self-avatar can be artificially modified in real-time in order to generate different haptic perceptions. In our experimental setup, participants could watch their self-avatar in a virtual environment in mirror mode while performing a weight lifting task. Users could map their gestures on the self-animated avatar in real-time using a Kinect.
View Article and Find Full Text PDFThis paper studies strategies for collision avoidance between two persons walking along crossing trajectories. It has been previously demonstrated that walkers are able to anticipate the risk of future collision and to react accordingly. The avoidance task has been described as a mutual control of the future distance of closest approach, MPD (i.
View Article and Find Full Text PDFVirtual walking, a fundamental task in Virtual Reality (VR), is greatly influenced by the locomotion interface being used, by the specificities of input and output devices, and by the way the virtual environment is represented. No matter how virtual walking is controlled, the generation of realistic virtual trajectories is absolutely required for some applications, especially those dedicated to the study of walking behaviors in VR, navigation through virtual places for architecture, rehabilitation and training. Previous studies focused on evaluating the realism of locomotion trajectories have mostly considered the result of the locomotion task (efficiency, accuracy) and its subjective perception (presence, cybersickness).
View Article and Find Full Text PDFThis study investigated collision avoidance between two walkers by focusing on the conditions that lead to avoidance manoeuvres in locomotor trajectories. Following the hypothesis of a reciprocal interaction, we suggested a mutual variable as a continuous function of the two walkers' states, denoted minimum predicted distance (MPD). This function predicts the risk of collision, and its evolution over time captures the motion adaptations performed by the walkers.
View Article and Find Full Text PDFNeuroscientific approaches have provided an important invariant linking kinematics and geometry in locomotion: a power law controls the relation between radius of curvature and velocity of the trajectory followed. However, these trajectories are predefined and cyclic. Consequently, they cannot be considered as fully natural.
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