Many VR “simulated walking locomotion systems” have been developed to allow for movement in virtual environments in a manner similar to how people move in the real world. Similarly, several solutions that could be classified as “inverse treadmills” (in which the motion of running is translated to devices attached to the foot) exist. However, in their current state, these devices either require a large amount of space and equipment, or make sacrifices in mimicking the motions of natural movement, such as requiring the user to move their feet while seated, or be running against an incline. This paper details the theory and development of a 1 to 1 locomotive system comprising a full scale inverse treadmill that is affordably replicable and more closely approximates the human gait. Developments required to make the system more accurately reflective of human motion are discussed.
A Gait Analysis of a Virtual Reality Inverse Treadmill
Advs in Intelligent Syst., Computing
Proceedings of the Future Technologies Conference ; 2020 ; San Francisco, CA, USA November 05, 2020 - November 06, 2020
Proceedings of the Future Technologies Conference (FTC) 2020, Volume 2 ; Kapitel : 61 ; 938-945
2020-11-01
8 pages
Aufsatz/Kapitel (Buch)
Elektronische Ressource
Englisch
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