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Walking Simulation for VR Game Character using Remote Sensoring Device that AHRS-based Motion Recognition

Authors
Kim, J.Y.Lee, W.H.
Issue Date
Oct-2018
Publisher
Institute of Electrical and Electronics Engineers Inc.
Keywords
Remote sensoring; input device; wearable computer; VR environment; AHRS
Citation
IEEE Access, v.7, pp 19423 - 19434
Pages
12
Journal Title
IEEE Access
Volume
7
Start Page
19423
End Page
19434
URI
https://scholarworks.bwise.kr/cau/handle/2019.sw.cau/3297
DOI
10.1109/ACCESS.2018.2878237
ISSN
2169-3536
Abstract
In this paper, the remote sensoring device for controlling the avatar in the VR(virtual reality) game which is being worn by the HMD(head-mounted display) was investigated. This remote sensoring device, which people use while sitting on a swivel chair, minimizes sensor attachment and removes parameters for pelvic rotation angle in standing position. The rotating chair, which also functions as the center-weighted stationary belt of the conventional treadmill-type input device, has the advantage that the head trekking function mounted on the HMD can be utilized freely and the balance feeling of the user can be stabilized in a sitting position on the chair. In this posture, the sensoring input device was developed using Bluetooth wireless communication to freely turn and walk. Using the data from the inertial measurement device, which was a combination of the speedometer and the accelerometer, a sensoring input device for recognizing the user’s leg motion was created. The running speed of the recognized leg was designed to be close to the average walking speed and the running speed of the person, so that the running and walking in the game can be separated and implemented. The motion velocity of the leg would be calculated through each speedometer measurement, the value would be integrated, and the error would be corrected by the Kalman filter to obtain the user’s knee angle. The knee joint angle and the value of the pressure sensor were used as threshold values to determine the state of the leg when walking, and the angular velocity derived from the movement of the leg was used to determine the moving speed of the avatar in the VR game. OAPA
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