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Main Authors: Zhou, Tianyi, Ding, Ding, Wang, Shengyu, Shi, Chuhan, Xu, Xiangyu
Format: Preprint
Published: 2024
Subjects:
Online Access:https://arxiv.org/abs/2411.18949
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author Zhou, Tianyi
Ding, Ding
Wang, Shengyu
Shi, Chuhan
Xu, Xiangyu
author_facet Zhou, Tianyi
Ding, Ding
Wang, Shengyu
Shi, Chuhan
Xu, Xiangyu
contents In this study, we compare the virtual and real gait parameters to investigate the effect of appearances of embodied avatars and virtual reality experience on gait in physical and virtual environments. We developed a virtual environment simulation and gait detection system for analyzing gait. The system transfers real-life scenarios into a realistic presentation in the virtual environment and provides look-alike same-age and old-age avatars for participants. We conducted an empirical study and used subjective questionnaires to evaluate participants' feelings about the virtual reality experience. Also, the paired sample t-test and neural network were implemented to analyze gait differences. The results suggest that there are disparities in gait between virtual and real environments. Also, the appearance of embodied avatars could influence the gait parameters in the virtual environment. Moreover, the experience of embodying old-age avatars affects the gait in the real world.
format Preprint
id arxiv_https___arxiv_org_abs_2411_18949
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Study on the Influence of Embodied Avatars on Gait Parameters in Virtual Environments and Real World
Zhou, Tianyi
Ding, Ding
Wang, Shengyu
Shi, Chuhan
Xu, Xiangyu
Human-Computer Interaction
In this study, we compare the virtual and real gait parameters to investigate the effect of appearances of embodied avatars and virtual reality experience on gait in physical and virtual environments. We developed a virtual environment simulation and gait detection system for analyzing gait. The system transfers real-life scenarios into a realistic presentation in the virtual environment and provides look-alike same-age and old-age avatars for participants. We conducted an empirical study and used subjective questionnaires to evaluate participants' feelings about the virtual reality experience. Also, the paired sample t-test and neural network were implemented to analyze gait differences. The results suggest that there are disparities in gait between virtual and real environments. Also, the appearance of embodied avatars could influence the gait parameters in the virtual environment. Moreover, the experience of embodying old-age avatars affects the gait in the real world.
title Study on the Influence of Embodied Avatars on Gait Parameters in Virtual Environments and Real World
topic Human-Computer Interaction
url https://arxiv.org/abs/2411.18949