Avoiding 3D Obstacles in Mixed Reality: Does It Differ from Negotiating Real Obstacles?

Mixed-reality technologies are evolving rapidly, allowing for gradually more realistic interaction with digital content while moving freely in real-world environments. In this study, we examined the suitability of the Microsoft HoloLens mixed-reality headset for creating locomotor interactions in re...

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Main Authors: Bert Coolen, Peter J. Beek, Daphne J. Geerse, Melvyn Roerdink
Format: Article
Language:English
Published: MDPI AG 2020-02-01
Series:Sensors
Subjects:
Online Access:https://www.mdpi.com/1424-8220/20/4/1095
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spelling doaj-6b72e6710fc948e4bad528aeb74c59322020-11-24T21:46:50ZengMDPI AGSensors1424-82202020-02-01204109510.3390/s20041095s20041095Avoiding 3D Obstacles in Mixed Reality: Does It Differ from Negotiating Real Obstacles?Bert Coolen0Peter J. Beek1Daphne J. Geerse2Melvyn Roerdink3Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Vrije Universiteit Amsterdam, Amsterdam Movement Sciences, Van der Boechorststraat 7, 1081 BT Amsterdam, The NetherlandsDepartment of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Vrije Universiteit Amsterdam, Amsterdam Movement Sciences, Van der Boechorststraat 7, 1081 BT Amsterdam, The NetherlandsDepartment of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Vrije Universiteit Amsterdam, Amsterdam Movement Sciences, Van der Boechorststraat 7, 1081 BT Amsterdam, The NetherlandsDepartment of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Vrije Universiteit Amsterdam, Amsterdam Movement Sciences, Van der Boechorststraat 7, 1081 BT Amsterdam, The NetherlandsMixed-reality technologies are evolving rapidly, allowing for gradually more realistic interaction with digital content while moving freely in real-world environments. In this study, we examined the suitability of the Microsoft HoloLens mixed-reality headset for creating locomotor interactions in real-world environments enriched with 3D holographic obstacles. In Experiment 1, we compared the obstacle-avoidance maneuvers of 12 participants stepping over either real or holographic obstacles of different heights and depths. Participants’ avoidance maneuvers were recorded with three spatially and temporally integrated Kinect v2 sensors. Similar to real obstacles, holographic obstacles elicited obstacle-avoidance maneuvers that scaled with obstacle dimensions. However, with holographic obstacles, some participants showed dissimilar trail or lead foot obstacle-avoidance maneuvers compared to real obstacles: they either consistently failed to raise their trail foot or crossed the obstacle with extreme lead-foot margins. In Experiment 2, we examined the efficacy of mixed-reality video feedback in altering such dissimilar avoidance maneuvers. Participants quickly adjusted their trail-foot crossing height and gradually lowered extreme lead-foot crossing heights in the course of mixed-reality video feedback trials, and these improvements were largely retained in subsequent trials without feedback. Participant-specific differences in real and holographic obstacle avoidance notwithstanding, the present results suggest that 3D holographic obstacles supplemented with mixed-reality video feedback may be used for studying and perhaps also training 3D obstacle avoidance.https://www.mdpi.com/1424-8220/20/4/1095hololensmixed-reality headsetmixed-reality video feedbackwalking adaptabilityobstacle avoidance
collection DOAJ
language English
format Article
sources DOAJ
author Bert Coolen
Peter J. Beek
Daphne J. Geerse
Melvyn Roerdink
spellingShingle Bert Coolen
Peter J. Beek
Daphne J. Geerse
Melvyn Roerdink
Avoiding 3D Obstacles in Mixed Reality: Does It Differ from Negotiating Real Obstacles?
Sensors
hololens
mixed-reality headset
mixed-reality video feedback
walking adaptability
obstacle avoidance
author_facet Bert Coolen
Peter J. Beek
Daphne J. Geerse
Melvyn Roerdink
author_sort Bert Coolen
title Avoiding 3D Obstacles in Mixed Reality: Does It Differ from Negotiating Real Obstacles?
title_short Avoiding 3D Obstacles in Mixed Reality: Does It Differ from Negotiating Real Obstacles?
title_full Avoiding 3D Obstacles in Mixed Reality: Does It Differ from Negotiating Real Obstacles?
title_fullStr Avoiding 3D Obstacles in Mixed Reality: Does It Differ from Negotiating Real Obstacles?
title_full_unstemmed Avoiding 3D Obstacles in Mixed Reality: Does It Differ from Negotiating Real Obstacles?
title_sort avoiding 3d obstacles in mixed reality: does it differ from negotiating real obstacles?
publisher MDPI AG
series Sensors
issn 1424-8220
publishDate 2020-02-01
description Mixed-reality technologies are evolving rapidly, allowing for gradually more realistic interaction with digital content while moving freely in real-world environments. In this study, we examined the suitability of the Microsoft HoloLens mixed-reality headset for creating locomotor interactions in real-world environments enriched with 3D holographic obstacles. In Experiment 1, we compared the obstacle-avoidance maneuvers of 12 participants stepping over either real or holographic obstacles of different heights and depths. Participants’ avoidance maneuvers were recorded with three spatially and temporally integrated Kinect v2 sensors. Similar to real obstacles, holographic obstacles elicited obstacle-avoidance maneuvers that scaled with obstacle dimensions. However, with holographic obstacles, some participants showed dissimilar trail or lead foot obstacle-avoidance maneuvers compared to real obstacles: they either consistently failed to raise their trail foot or crossed the obstacle with extreme lead-foot margins. In Experiment 2, we examined the efficacy of mixed-reality video feedback in altering such dissimilar avoidance maneuvers. Participants quickly adjusted their trail-foot crossing height and gradually lowered extreme lead-foot crossing heights in the course of mixed-reality video feedback trials, and these improvements were largely retained in subsequent trials without feedback. Participant-specific differences in real and holographic obstacle avoidance notwithstanding, the present results suggest that 3D holographic obstacles supplemented with mixed-reality video feedback may be used for studying and perhaps also training 3D obstacle avoidance.
topic hololens
mixed-reality headset
mixed-reality video feedback
walking adaptability
obstacle avoidance
url https://www.mdpi.com/1424-8220/20/4/1095
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