Litcius/Paper detail

Using virtual reality treadmill as a locomotion technique in a navigation task: Impact on user experience – case of the KatWalk

Heni Cherni, Souliman Nicolas, Natacha Métayer

2021International Journal of Virtual Reality33 citationsDOIOpen Access PDF

Abstract

This paper reports empirical results from a study on the impact of the KatWalk virtual reality omnidirectional treadmill on the user experience. The omnidirectional treadmill is a mechanical device, that allows the user to perform locomotive motion in any direction, allowing for 360 degrees of horizontal movement. This locomotion method appeared as a potential solution of the locomotion problem in virtual reality after the emergence and the democratization of the new generation of head-mounted display systems such as HTC Vive and Oculus Rit. However, little empirical work has been done to test the efficiency of the tool as a locomotion technique in virtual environments. Twenty-four subjects (13 females, mean age = 30.38, SD = 6.32) participated in the experiment. Results showed that the tool is suitable for traveling in virtual environments seen through head-mounted display systems, whether they are composed of plan or bumpy ground, with or without obstacles.

Topics & Concepts

Virtual realityTreadmillOptical head-mounted displayHuman–computer interactionComputer scienceOmnidirectional antennaTask (project management)Simulator sicknessSimulationPlan (archaeology)Computer visionEngineeringAntenna (radio)TelecommunicationsMedicineSystems engineeringArchaeologyPhysical therapyHistoryVirtual Reality Applications and ImpactsSpatial Cognition and NavigationTactile and Sensory Interactions