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

Bert Coolen1, Peter J Beek1, Daphne J Geerse1

  • 1Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Vrije Universiteit Amsterdam, Amsterdam Movement Sciences, Van der Boechorststraat 7, 1081 BT Amsterdam, The Netherlands.

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Summary
This summary is machine-generated.

Mixed-reality (MR) technology with holographic obstacles effectively simulates real-world challenges. MR video feedback can improve obstacle-avoidance maneuvers, suggesting potential for training and research applications.

Keywords:
HoloLensmixed-reality headsetmixed-reality video feedbackobstacle avoidancewalking adaptability

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Area of Science:

  • Human-Computer Interaction
  • Robotics
  • Biomechanics

Background:

  • Mixed-reality (MR) technologies enable realistic digital interactions in physical spaces.
  • Microsoft HoloLens allows for free movement and interaction with 3D holographic elements.
  • Investigating MR for simulating and training locomotor tasks is crucial for advancing the field.

Purpose of the Study:

  • To evaluate the Microsoft HoloLens for creating 3D holographic obstacles for locomotor interaction studies.
  • To compare obstacle-avoidance behaviors with real versus holographic obstacles.
  • To assess the effectiveness of MR video feedback in correcting atypical avoidance maneuvers.

Main Methods:

  • Experiment 1: 12 participants navigated over real and holographic obstacles of varying dimensions, recorded by Kinect v2 sensors.
  • Experiment 2: Mixed-reality video feedback was used to modify participants' obstacle-avoidance strategies.
  • Analysis focused on comparing foot clearance, crossing margins, and adaptation to feedback.

Main Results:

  • Holographic obstacles prompted obstacle-avoidance maneuvers that scaled with obstacle size, similar to real obstacles.
  • Some participants exhibited atypical foot clearance or crossing margins with holographic obstacles.
  • Mixed-reality video feedback led to rapid adjustments in trail-foot height and gradual reduction in lead-foot margins, with retained improvements.

Conclusions:

  • 3D holographic obstacles are suitable for eliciting and studying obstacle-avoidance behaviors.
  • Mixed-reality video feedback can effectively modify and improve obstacle-avoidance techniques.
  • This approach holds promise for both research into human locomotion and practical training applications.