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Level-Ups
Motorized Stilts that Simulate Stair Steps in Virtual Reality
dominik schmidt, robert kovacs, vikram mehta,
udayan umapathi, sven köhler, lung-pan cheng, patrick baudisch
introduction
(visual) VR is obviously happening right now
haptics
our focus: how to walk up/down steps in VR?
typically done with locomotion devices
how about „real walking“
mobile platforms
[Iwata ‘04 CirculaFloor]
Our goal:
elevation in real-walking environments, wearable
levelUps
Main contribution
elevation in real-walking environments
wearable
wireless
mechanical
design
presumably, the hardware design was simple and straightforward…
#1 vertical
actuation
challenge:
+
measuring the height with
a potentiometer
#2 control
pressure sensor
Lifting a person  even bigger mechanics, heavy device
 we drive the mechanism when the foot is in the air, light device
 That’s what the pressure sensors do
pressure sensor
Arduino nano
#3 artifical foot
flexibility
we used fiber glass
#4 ankle
support the
ankle
#5 system
MacBook
Occulus Rift
motion
capture suit
motion capture
cameras
Unity3D; step prediction> do ray-casting from user position, then
look for intersection with the ground
evaluation
participants stepped on and off virtual boxes
wear level-ups turned Off wear shoes
wear level-ups turned ON
we tested three different conditions
enjoyed the experience? LevelUps
ON
stepping felt realistic? LevelUps
ON
conclusion
Main contribution
elevation in real-walking environments
wearable
wireless
Next steps
Multiple steps at a time
(right now need to re-arm in between)
Faster actuation, running?
Level-Ups
Motorized Stilts that Simulate Stair Steps in Virtual Reality
dominik schmidt, robert kovacs, vikram mehta,
udayan umapathi, sven köhler, lung-pan cheng, patrick baudisch

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Motorized Stilts that Simulate Stair Steps in Virtual Reality.pptx

Editor's Notes

  1. levelUps are telescopic shoes, which you can wear in virtual environment in combination with head mounted displays. And as you step on virtual objects they expand, giving you the sense of elevation.
  2. Why are we doing this?
  3. Obiviusly VR is happening right now, with lot of devices like occulus, gear and so on, but in VR research the question is for a while how can we improve this visual immersion giving more physical feedback.
  4. So people had lot of ideas from haptic gloves to modeling virtual rooms…
  5. But in this paper we focused on a very specific case, when we are steping on and off virtual objects.
  6. Traditionally walk simulation has been solved with locomotion devices. These are stationary devices which can give you the feeling that you are walking around, while you are actually stepping in one place. So adding elevation to these devices is presumably straightforward.
  7. In the same time there is an other trend in virtual reality where people are debating that locomotion devices are not giving the full experience, we should allow people to walk around freely.
  8. So people tried around different combinations, for example this mobile devices that are moving with you and you can step on them consequently. But we wanted to go a step further
  9. To allow elevation in real-walking environments, with a wearable design
  10. So here is what we made, this are the levelUps
  11. This is the video what I have already shown, where the user is stepping on virtual objects
  12. The main mechanism is this golden component, called lift table or scissor table. And we also added a couple more components, the actuation, the sensing system, but I’ll walk you through all of these in a minute.
  13. Here is just an other scene
  14. Primarily LevelUps are designed to simulate elevation, but there is an other scenario where you could use them for simulating depth. For example while you are balancing on a beam they are fully extracted and when you would put your feet left and right they would retract, giving you the feeling of a void.
  15. But on the whole the main contribution is that level ups can simulate elevation in real walking environments, while the device itself is wearable and wireless.
  16. Now let me tell you about the mechanical design.
  17. presumably, the hardware design was simple and straightforward…
  18. Except from that it was not…
  19. We tried lots of other designs, as you can see
  20. And made lots of prototypes.
  21. But let me just walk you through our final solution.
  22. The primary component is the lift table, what is originally designed for manual actuation with the knob. So we needed to motorize it.
  23. The key challenge here was this blue carriage, which allows the motor to move together back and forth with the actuation thread, and in the same time holds the motor fixed
  24. And to give the electronics the sense how high the boot is right now, we added a linear potentiometer which actually measures the height of the lift table
  25. But there is a little bit of more control…
  26. there are pressure sensors integrated into the toes and heels. Let me tell you why.
  27. Our original idea was to create a design what could actually lift a person, but it turned out that this would require lot of power and heavy mechanism.
  28. This sensors are connected to an Arduino nano, which also drives the motor system and does the logic.
  29. We also had to designed an artificial foot…
  30. Because our initial design was completely rigid and it doesn’t felt very well. So we decided to add a little bit of flexibility with these fiberglass red sticks on the bottom.
  31. Which we actually get from a kid bow.
  32. Ok, next problem was stabilizing the ankle.
  33. The human ankle is actually designed for working reasonably close to the ground., but since we operate it them now on 30 cm heigh, we needed to add support the ankle. Initially we tried to completely immobilize the foot, what is not a good experience. Than we realized that what we really need to do is to prevent the left right movement, and to allow to flexing back and forth.
  34. And that is exactly what the regular roller-skate boots does. As you can see..
  35. We used a boot from a normal rollerblade skate.
  36. So this is our final design.
  37. They are operated in a typical VR environment.
  38. Here Sven is wearing the Oculus and a MacBook on his chest, where the actual VR processing is running. As you san see everything is wireless, the stilts are controlled via Bluetooth.
  39. To find out where the user is in the wirtual world, we used a motion capture system, in this case Optitrack.
  40. The software system was implemented in Unity3D. To give levelUps the chance to actuate in time, we did a simply ray-casting in front of the user, measuring the intersection with the ground, and sending the command to LevelUps for going up or down
  41. Finally to find out if the stilts are good
  42. we conducted a brief evaluation in which participants stepped on and off virtual boxes
  43. We tested three different conditions> the levelUps turned ON against two control condition, where the levelUps were turned off and last, where the user was wearing regular shoes
  44. As you can see participants enjoyed the experience when they were wearing the levelUps turned on
  45. And also judged as more realistic.
  46. So in conclusion, our main contribution was bringing the concept of elevation to real walking environments and we implemented it in a wearable wireless design.
  47. In the same time this device has also certain limitations, first of all it has limited length, so it can’t simulate multiple stare steps in a row. But we can do is to slowly rewinding the device over time, and than it can be again actuated. The second constrain is the speed of the actuation. Our LevelUps are good for walking, but certainly not for running.
  48. Thank you for you attention and I’m happy to take your questions.