Rolf Nordahl

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32ranked-venue papers
3as first author
2since 2021 · last 2023
—ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 30 · 3 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 22 · 2 first-author · 1 since 2021Artificial intelligence and machine learning · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
19 papers
Virtual and augmented reality · 80% Audio and music processing · 17% Rendering · 1%
Human-computer interaction and pervasive computing
18 papers
Immersive interaction · 68% Haptics and multimodal interaction · 19% Health and well-being technologies · 4%

Topics — the 30 heaviest of 48, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
1.162020
No Strings Attached: Force and Vibrotactile Feedback in a Virtual Guitar Simulation · VR 2019
The effect of geometric realism on presence in a virtual reality game · VR 2017
Knock on Wood: Combining Redirected Touching and Physical Props for Tool-Based Interaction in Virtual Reality · CHI 2020
Immersive interaction
virtual reality locomotion
1.152017
An exploration of input conditions for virtual teleportation · VR 2017
The effect of head mounted display weight and locomotion method on the perceived naturalness of virtual walking speeds · VR 2015
The effect of visual display properties and gain presentation mode on the perceived naturalness of virtual walking speeds · VR 2015
Virtual and augmented reality
presence
0.942017
Sound design in virtual reality concert experiences using a wave field synthesis approach · VR 2017
The effect of geometric realism on presence in a virtual reality game · VR 2017
Effects of vibrotactile stimulation during virtual sandboarding · VR 2016
Immersive interaction › virtual reality locomotion
walking-in-place
0.632016
Evaluating two alternative walking in place interfaces for virtual reality gaming · VR 2016
A comparison of four different approaches to reducing unintended positional drift during walking-In-Place locomotion · VR 2014
Unintended positional drift and its potential solutions · VR 2013
Virtual and augmented reality
locomotion
0.522018
A Threefold Approach for Precise and Efficient Locomotion in Virtual Environments with Varying Accessibility · VR 2018
Establishing the Range of Perceptually Natural Visual Walking Speeds for Virtual Walking-In-Place Locomotion · IEEE Trans. Vis. Comput. Graph. 2014
Virtual and augmented reality › locomotion
walking-in-place
0.522018
A Threefold Approach for Precise and Efficient Locomotion in Virtual Environments with Varying Accessibility · VR 2018
Establishing the Range of Perceptually Natural Visual Walking Speeds for Virtual Walking-In-Place Locomotion · IEEE Trans. Vis. Comput. Graph. 2014
Haptics and multimodal interaction
tool interaction
0.412020
Knock on Wood: Combining Redirected Touching and Physical Props for Tool-Based Interaction in Virtual Reality · CHI 2020
Virtual and augmented reality › locomotion
redirected walking
0.422016
Disguising rotational gain for redirected walking in virtual reality: Effect of visual density · VR 2016
Estimation of detection thresholds for acoustic based redirected walking techniques · VR 2013
Virtual and augmented reality › immersive interaction
haptics and multimodal interaction
0.412019
No Strings Attached: Force and Vibrotactile Feedback in a Virtual Guitar Simulation · VR 2019
Audio and music processing
spatial audio
0.422017
Sound design in virtual reality concert experiences using a wave field synthesis approach · VR 2017
Estimation of detection thresholds for audiovisual rotation gains · VR 2016
Virtual and augmented reality
virtual reality
0.422014
Establishing the Range of Perceptually Natural Visual Walking Speeds for Virtual Walking-In-Place Locomotion · IEEE Trans. Vis. Comput. Graph. 2014
Estimation of detection thresholds for acoustic based redirected walking techniques · VR 2013
Immersive interaction
unintended positional drift
0.422014
A comparison of four different approaches to reducing unintended positional drift during walking-In-Place locomotion · VR 2014
Unintended positional drift and its potential solutions · VR 2013
Immersive interaction
virtual reality
0.322017
Evaluating two alternative walking in place interfaces for virtual reality gaming · VR 2016
Effect on high versus low fidelity haptic feedback in a virtual reality baseball simulation · VR 2017
Immersive interaction › virtual reality
cybersickness
0.312018
A Preliminary Investigation of the Effects of Discrete Virtual Rotation on Cybersickness · VR 2018
Audio and music processing › spatial audio › sound field reproduction
wave field synthesis
0.312017
Sound design in virtual reality concert experiences using a wave field synthesis approach · VR 2017
Haptics and multimodal interaction
haptic feedback
0.312017
Effect on high versus low fidelity haptic feedback in a virtual reality baseball simulation · VR 2017
Immersive interaction › virtual reality locomotion
teleportation
0.312017
An exploration of input conditions for virtual teleportation · VR 2017
Usability and user experience research
user experience evaluation
0.312017
An exploration of input conditions for virtual teleportation · VR 2017
Virtual and augmented reality › locomotion
locomotion and navigation in virtual environments
0.212016
Disguising rotational gain for redirected walking in virtual reality: Effect of visual density · VR 2016
Virtual and augmented reality › locomotion › redirected walking
rotation gain
0.212016
Disguising rotational gain for redirected walking in virtual reality: Effect of visual density · VR 2016
Virtual and augmented reality
visual realism
0.212016
Effects of vibrotactile stimulation during virtual sandboarding · VR 2016
Immersive interaction
locomotion
0.212016
Evaluating two alternative walking in place interfaces for virtual reality gaming · VR 2016
Immersive interaction › virtual reality
presence
0.212016
Evaluating two alternative walking in place interfaces for virtual reality gaming · VR 2016
Immersive interaction › virtual reality locomotion
redirected walking
0.212016
Estimation of detection thresholds for audiovisual rotation gains · VR 2016
Immersive interaction › virtual reality locomotion › redirected walking
rotation gain
0.212016
Estimation of detection thresholds for audiovisual rotation gains · VR 2016
Immersive interaction
self-motion perception
0.212016
Effects of vibrotactile stimulation during virtual sandboarding · VR 2016
Haptics and multimodal interaction › haptic feedback
vibrotactile feedback
0.212016
Effects of vibrotactile stimulation during virtual sandboarding · VR 2016
Audio and music processing
sound synthesis
0.222011
Sound Synthesis and Evaluation of Interactive Footsteps and Environmental Sounds Rendering for Virtual Reality Applications · IEEE Trans. Vis. Comput. Graph. 2011
Sound synthesis and evaluation of interactive footsteps for virtual reality applications · VR 2010
Haptics and multimodal interaction › multimodal feedback
audio-haptic feedback
0.112012
Enhancing realism in virtual environments by simulating the audio-haptic sensation of walking on ground surfaces · VR 2012
Virtual and augmented reality › immersive display
head-mounted display
0.122015
The effect of head mounted display weight and locomotion method on the perceived naturalness of virtual walking speeds · VR 2015
Unintended positional drift and its potential solutions · VR 2013

Methods — techniques the papers use, named apart from their topics

user study · 3.4within-subjects study · 1.0between-subjects study · 0.9skateboard metaphor · 0.7self-reported measures · 0.6self-report · 0.6physiological measures · 0.6between-groups study · 0.6physics-based simulation · 0.4between-subjects experiment · 0.3sliding · 0.2marching · 0.2
YearPublicationVenuePosition
2023 Fragments of Fungi: Eliciting Dialogue Through a Virtual Experience
Astrid Pedersen, Clara Mc Nair, Morten Jørgensen, Sebastian Evangelista, Olga Timcenko, Rolf Nordahl
ArtsIT (2)6
2023 Pain Distraction for Children Through VR- or Audio-haptic Soundscapes in Situ
abstract
In this pilot study we compare two prototype applications developed in collaboration with Rigshospitalet, the main hospital in Denmark, aimed to evaluate the effectiveness of a virtual reality (VR)- versus an audio-haptic based solution, as a pain distraction tool for children aged 5 to 8 during needle-related medical procedures. Both prototypes were developed with a narrative where children help a farmer find hidden animals. The final prototype underwent testing in situ, at Rigshospitalet’s clinic for blood tests. Here, participants’ pain levels were assessed using the Wong-Baker FACES Scale [9] and the Visual Analogue Scale [5]. Both prototypes saw participants report reduced pain perception, skewing more in favor of the VR prototype. However, the audio-haptic prototype showed similar levels of reduction in pain perception when effective. The study concludes that both VR- and audio-haptic based distraction are viable methods, that each cover a group’s needs within medical procedures involving young children (those who need to not see the procedure, and those who do), and that these should be further developed and implemented in said medical procedures.
Maya Bordum, Emil Engberg, Peter Blomsgård Hansen, Nickolai Frederik Schouborg Jensen, Martin Fritzbøger Jægerlund, Jeppe Nygaard Mouritzen, Hannibal Hjelming Poulsen, Lukas Gade Ravnsborg, Celine Zeh Rybak, Frederik Hald Stappert, Bjørn Troldahl, Julius Ebenau Winther, Rolf Nordahl
VRST13
2020 Knock on Wood: Combining Redirected Touching and Physical Props for Tool-Based Interaction in Virtual Reality
abstract
When physical props serve as proxies for virtual tools used to manipulate the virtual environment, it is challenging to provide appropriate haptic feedback. Redirected tool-mediated manipulation addresses this challenge by distorting the mapping between physical and virtual tools to provide a sensation of manipulating the virtual environment, when the physical tool comes into contact with another physical prop. For example, a virtual hammer's position can be offset to ensure that physical impacts accompany each strike of a virtual nail. We demonstrate the idea by showing that it can be used to create sensations of impact and resistance when driving a virtual nail into a surface, when tightening a virtual screw, and when sawing through a virtual plank. The results of a user study indicate that the proposed approach is perceived as more realistic than interaction with a single physical prop or controller and no notable detriments to precision were observed.
Patrick L. Strandholt, Oana A. Dogaru, Niels C. Nilsson, Rolf Nordahl, Stefania Serafin
CHI4
2019 No Strings Attached: Force and Vibrotactile Feedback in a Virtual Guitar Simulation
abstract
The poster describes a multisensory simulation of plucking guitar strings in virtual reality and a user study evaluating the simulation. Auditory feedback is generated by a physics-based simulation of guitar strings, and haptic feedback is provided by a combination of high fidelity vibrotactile actuators and a Phantom Omni. The study compared four conditions: no haptic feedback, vibrotactile feedback, force feedback, and a combination of force and vibrotactile feedback. The results indicate that the combination of vibrotactile and force feedback elicits the most realistic experience, and during this condition, participants were less likely to inadvertently hit strings. Notably, no significant differences were found between the conditions involving either vibrotactile or force feedback.
Andrea Passalenti, Razvan Paisa, Niels C. Nilsson, Nikolaj S. Andersson, Federico Fontana, Rolf Nordahl, Stefania Serafin
VR6
2018 A Threefold Approach for Precise and Efficient Locomotion in Virtual Environments with Varying Accessibility
abstract
This poster details the design and evaluation of Locomotion3- a framework that allows users to freely alternate between real walking, walking-in-place (WIP), and a skateboard metaphor depending on whether navigation requires efficiency, precision, or both. The user study compared the framework to WIP locomotion and the skateboard metaphor and found that Locomotion3achieves a balance between the efficiency of the skateboard metaphor and the precision of WIP locomotion.
Thomas Arnskov, Anders Elmholdt, Nicklas Kristoffersen, Jonas Litvinas, Frederik L. Waldhausen, Niels C. Nilsson, Rolf Nordahl, Stefania Serafin
VR8
2018 A Preliminary Investigation of the Effects of Discrete Virtual Rotation on Cybersickness
abstract
Most virtual reality (VR) applications require the user to travel through the virtual environment (VE). However, some users are susceptible to cybersickness, and this issue is particularly prominent if the user is physically stationary while virtually moving. One approach to minimizing cybersickness is to rotate the user in discrete steps. This poster presents a between-subjects study (n=42) comparing this approach to smooth virtual rotation. The results revealed a statistically significant increase in self-reported sickness after exposure to the VE in case of both conditions. No statistically significant differences between the two conditions were found.
Andreas Ryge, Casper Vollmers, Jonatan S. Hvass, Lars Koreska, Theis Berthelsen, Jon Ram Bruun-Pedersen, Niels C. Nilsson, Rolf Nordahl
VR8
2018 Step aside: an initial exploration of gestural input for lateral movement during walking-in-place locomotion
abstract
Walking-in-place (WIP) techniques provide users with a relatively natural way of walking in virtual reality. However, previous research has primarily focused on WIP during forward movement and tasks involving turning. Thus, little is known about what gestures to use in combination with WIP in order to enable sidestepping. This paper presents two user studies comparing three different types of gestures based on movement of the hip, leaning of the torso, and actual sidesteps. The first study focuses on purely lateral movement while the second involves both forward and lateral movement. The results of both studies suggest that leaning yielded significantly more natural walking experiences and this gesture also produced significantly less positional drift.
Congzhi Wang, Oana A. Dogaru, Patrick L. Strandholt, Niels C. Nilsson, Rolf Nordahl, Stefania Serafin
VRST5
2017 A preliminary study of users' experiences of meditation in virtual reality
abstract
This poster describes a between-groups study (n=24) exploring the use of virtual reality (VR) for facilitating focused meditation. Half of the participants were exposed to a meditation session combing the sound of a guiding voice and a visual environment including virtual objects for the participants to focus on. The other half of the participants were only exposed to the auditory guide. The participants' experience of the sessions was assessed using self-reported measures of perceived concentration, temporal duration, stress reduction, and comfort. Interestingly, no statistically significant differences were found between the two conditions. This finding may be revealing in regards to the usefulness of VR-based meditation.
Thea Andersen, Gintare Anisimovaite, Anders Christiansen, Carol Lund, Thomas Lund Nielsen, Eoin Rafferty, Niels C. Nilsson, Rolf Nordahl, Stefania Serafin
VR9
2017 An exploration of input conditions for virtual teleportation
abstract
This poster describes a within-groups study (n=17) comparing participants' experience of three different input conditions for instigating virtual teleportation (button clicking, physical jumping, and fist clenching). The results indicated that teleportation by clicking a button generally required less explicit attention and was perceived as more enjoyable, less disorienting, and less physically demanding.
Emil Rosenlund Høeg, Kevin V. Ruder, Niels C. Nilsson, Rolf Nordahl, Stefania Serafin
VR4
2017 The effect of geometric realism on presence in a virtual reality game
abstract
Previous research on visual realism and presence has not involved scenarios, graphics, and hardware representative of commercially available VR games. This poster details a between-subjects study (n=50) exploring if polygon count and texture resolution influence presence during exposure to a VR game. The results suggest that a higher polygon count and texture resolution increased presence as assessed by means of self-reports and physiological measures.
Jonatan S. Hvass, Oliver Larsen, Kasper B. Vendelbo, Niels C. Nilsson, Rolf Nordahl, Stefania Serafin
VR5
2017 Sound design in virtual reality concert experiences using a wave field synthesis approach
abstract
In this paper we propose an experiment that evaluates the influence of audience noise on the feeling of presence and the perceived quality in a virtual reality concert experience delivered using Wave Field Synthesis. A 360 degree video of a live rock concert from a local band was recorded. Single sound sources from the stage and the PA system were recorded, as well as the audience noise, and impulse responses of the concert venue. The audience noise was implemented in the production phase. A comparative study compared an experience with and without audience noise. In a between subject experiment with 30 participants we found that audience noise does not have a significant impact on presence. However, qualitative evaluations show that the naturalness of the sonic experience delivered through wavefield synthesis had a positive impact on the participants.
Rasmus B. Lind, Victor Milesen, Dina M. Smed, Simone P. Vinkel, Francesco Grani, Niels C. Nilsson, Lars Reng, Rolf Nordahl, Stefania Serafin
VR8
2017 Effect on high versus low fidelity haptic feedback in a virtual reality baseball simulation
abstract
In this paper we present a within-subjects study (n=26) comparing participants' experience of three kinds of haptic feedback (no haptic feedback, low fidelity haptic feedback and high fidelity haptic feedback) simulating the impact between a virtual baseball bat and ball. We noticed some minor effect on high fidelity versus low fidelity haptic feedback, but haptic feedback generally enhanced realism and quality of experience.
Andreas Ryge, Lui Thomsen, Theis Berthelsen, Jonatan S. Hvass, Lars Koreska, Casper Vollmers, Niels C. Nilsson, Rolf Nordahl, Stefania Serafin
VR8
2017 Can you cut it?: an exploration of the effects of editing in cinematic virtual reality
abstract
The advent of affordable virtual reality (VR) displays and 360° video cameras has sparked an interest in bringing cinematic experiences from the screen and into VR. However, it remains uncertain whether traditional approaches to filmmaking can be directly applied to cinematic VR. Historically editing has provided filmmakers with a powerful tool for shaping stories and guiding the attention of audiences. However, will an immersed viewer, experiencing the story from inside the fictional world, find cuts disorienting? This paper details two studies exploring how cut frequency influences viewers' sense of disorientation and their ability to follow the story, during exposure to fictional 360° films experienced using a head-mounted display. The results revealed no effects of increased cut frequency which leads us to conclude that editing need not pose a problem in relation to cinematic VR, as long as the participants' attention is appropriately guided at the point of the cut.
Tina Kjær, Christoffer B. Lillelund, Mie Moth-Poulsen, Niels C. Nilsson, Rolf Nordahl, Stefania Serafin
VRST5
2016 Effects of vibrotactile stimulation during virtual sandboarding
abstract
This poster details a within-subjects study (n=17) investigating the effects of vibrotactile stimulation on illusory self-motion, presence and perceived realism during an interactive sandboarding simulation. The study compared three conditions: no vibration, constant vibration and dynamic vibration. The results suggest that constant vibrotactile feedback led to significantly more compelling self-motion illusions and a higher degree of perceived realism.
Stine L. R. Lind, Lui Thomsen, Mie C. S. Egeberg, Niels C. Nilsson, Rolf Nordahl, Stefania Serafin
VR5
2016 Evaluating two alternative walking in place interfaces for virtual reality gaming
abstract
This study investigates sliding as a walking-in-place (WIP) method for virtual reality navigation using the Wizdish. The Wizdish is a novel WIP device built for home usage. Two WIP methods, sliding and marching, were compared for naturalness, presence, and surface difference. The sliding technique used on the Wizdish was found to be significantly more disruptive during the experience compared to marching. This could be due to the size of the Wizdish, restricting the users stride, or due to a longer acclimatization time.
Mikkel Nielsen, Christian Toft, Niels C. Nilsson, Rolf Nordahl, Stefania Serafin
VR4
2016 Estimation of detection thresholds for audiovisual rotation gains
abstract
Redirection techniques allow users to explore large virtual environments on foot while remaining within a limited physical space. However, research has primarily focused on redirection through manipulation of the visuals used to represent the virtual environment. We describe a within-subjects study (n=31) exploring if participants' ability to detect differences between real and virtual rotations is influenced by the addition of sound that is spatially aligned with its virtual source. The results revealed similar detection thresholds for conditions involving moving audio, static audio, and no audio. This may be viewed as an indication of visual dominance during scenarios such as the one used for the current study.
Niels C. Nilsson, Evan A. Suma, Rolf Nordahl, Mark T. Bolas, Stefania Serafin
VR3
2016 Disguising rotational gain for redirected walking in virtual reality: Effect of visual density
abstract
In virtual reality environments that allow users to walk freely, the area of the virtual environment (VE) is constrained to the size of the tracking area. By using redirection techniques, this problem can be partially circumvented; one of the techniques involves rotating the user more or less in the virtual world than in the physical world; this technique is referred to as rotational gain. Experiments conducted by Frank Steinicke et al. [7] sought to uncover users' ability to detect the usage of rotational gain. This paper seeks to further investigate this area, examining the effect of visual density in the VE. Testing visual density using 0, 4 and 16 objects did not seem to reveal the point at which the test participants become noticeably affected.
Anders Paludan, Jacob Elbaek, Mathias Mortensen, Morten Zobbe, Niels C. Nilsson, Rolf Nordahl, Lars Reng, Stefania Serafin
VR6
2016 Missing the point: an exploration of how to guide users' attention during cinematic virtual reality
abstract
Recent technological advances have brought Virtual Reality (VR) into the homes of consumers, and there is a growing interest in bringing cinematic experiences from the screen and into VR. However, cinematic VR limits filmmakers' ability to effectively guide the audience's attention. In this paper we present a taxonomy of approaches to guiding users' attention, and present a study comparing two such approaches with a control condition devoid of guidance. One approach guides users by controlling their body's orientation, and the other implicitly directs their attention by encouraging them to follow a firefly with their gaze. The results revealed interesting, albeit statistically insignificant, indications that assuming control of the user's action may negatively influence presence, whereas the firefly was perceived as significantly more helpful.
Lasse T. Nielsen, Matias B. Møller, Sune D. Hartmeyer, Troels C. M. Ljung, Niels C. Nilsson, Rolf Nordahl, Stefania Serafin
VRST6
2015 The effect of visual display properties and gain presentation mode on the perceived naturalness of virtual walking speeds
abstract
Individuals tend to find realistic walking speeds too slow when relying on treadmill walking or Walking-In-Place (WIP) techniques for virtual travel. This paper details three studies investigating the effects of visual display properties and gain presentation mode on the perceived naturalness of virtual walking speeds: The first study compared three different degrees of peripheral occlusion; the second study compared three different degrees of perceptual distortion produced by varying the geometric field of view (GFOV); and the third study compared three different ways of presenting visual gains. All three studies compared treadmill walking and WIP locomotion. The first study revealed no significant main effects of peripheral occlusion. The second study revealed a significant main effect of GFOV, suggesting that the GFOV size may be inversely proportional to the degree of underestimation of the visual speed. The third study found a significant main effect of gain presentation mode. Allowing participants to interactively adjust the gain led to a smaller range of perceptually natural gains and this approach was significantly faster. However, the efficiency may come at the expense of confidence. Generally the lower and upper bounds of the perceptually natural speeds were higher for treadmill walking than WIP. However, not all differences were statistically significant.
Niels C. Nilsson, Stefania Serafin, Rolf Nordahl
VR3
2015 The effect of head mounted display weight and locomotion method on the perceived naturalness of virtual walking speeds
abstract
This poster details a study investigating the effect of Head Mounted Display (HMD) weight and locomotion method (Walking-In-Place and treadmill walking) on the perceived naturalness of virtual walking speeds. The results revealed significant main effects of movement type, but no significant effects of HMD weight were identified.
Niels C. Nilsson, Stefania Serafin, Rolf Nordahl
VR3
2014 A comparison of four different approaches to reducing unintended positional drift during walking-In-Place locomotion
Niels C. Nilsson, Stefania Serafin, Rolf Nordahl
VR3
2014 The influence of step frequency on the range of perceptually natural visual walking speeds during walking-in-place and treadmill locomotion
abstract
Walking-In-Place (WIP) techniques make relatively natural walking experiences within immersive virtual environments possible when the physical interaction space is limited in size. In order to facilitate such experiences it is necessary to establish a natural connection between steps in place and virtual walking speeds. This paper details a study investigating the effects of movement type (treadmill walking and WIP) and step frequency (1.4, 1.8 and 2.2 steps per second) on the range of perceptually natural visual walking speeds. The results suggests statistically significant main effects of both movement type and step frequency but no significant interaction between the two variables.
Niels C. Nilsson, Stefania Serafin, Rolf Nordahl
VRST3
2014 Establishing the Range of Perceptually Natural Visual Walking Speeds for Virtual Walking-In-Place Locomotion
abstract
Walking-In-Place (WIP) techniques make it possible to facilitate relatively natural locomotion within immersive virtual environments that are larger than the physical interaction space. However, in order to facilitate natural walking experiences one needs to know how to map steps in place to virtual motion. This paper describes two within-subjects studies performed with the intention of establishing the range of perceptually natural walking speeds for WIP locomotion. In both studies, subjects performed a series of virtual walks while exposed to visual gains (optic flow multipliers) ranging from 1.0 to 3.0. Thus, the slowest speed was equal to an estimate of the subjects normal walking speed, while the highest speed was three times greater. The perceived naturalness of the visual speed was assessed using self-reports. The first study compared four different types of movement, namely, no leg movement, walking on a treadmill, and two forms of gestural input for WIP locomotion. The results suggest that WIP locomotion is accompanied by a perceptual distortion of the speed of optic flow. The second study was performed using a 4×2 factorial design and compared four different display field-of-views (FOVs) and two types of movement, walking on a treadmill and WIP locomotion. The results revealed significant main effects of both movement type and field of view, but no significant interaction between the two variables. Particularly, they suggest that the size of the display FOV is inversely proportional to the degree of underestimation of the virtual speeds for both treadmill-mediated virtual walking and WIP locomotion. Combined, the results constitute a first attempt at establishing a set of guidelines specifying what virtual walking speeds WIP gestures should produce in order to facilitate a natural walking experience.
Niels C. Nilsson, Stefania Serafin, Rolf Nordahl
IEEE Trans. Vis. Comput. Graph.3
2013 The Perceived Naturalness of Virtual Locomotion Methods Devoid of Explicit Leg Movements
abstract
Walking-In-Place (WIP) techniques have potential in terms of solving the problem arising when an immersive virtual environment offers a larger freedom of movement than the physical environment. Such techniques are particularly useful when the spatial constraints are very prominent, as they are likely to be in relation to immersive gaming systems located in the homes of consumers. However, most existing WIP techniques rely on movement of the legs which may cause users, wearing a head mounted display, to unintentionally move. This paper details a within-subjects study performed with the intention of investigating how two alternative types of gestural input relying on arm and hip movements compare to the traditional WIP gesture and keyboard input. Visual feedback was delivered through a head-mounted display and auditory feedback was provided by means of a 16-channel surround sound system. The gestures were evaluated in terms of perceived naturalness, presence and real world positional drift. The results suggest that both WIP and arm swinging are perceived as significantly more natural than hip movement and the keyboard configuration. However, arm swinging better matched real walking in terms of energy expenditure and led to significantly less positional drift.
Niels C. Nilsson, Stefania Serafin, Rolf Nordahl
MIG3
2013 Unintended positional drift and its potential solutions
abstract
Walking-In-Place interaction techniques seem particularly useful in relation to immersive virtual environments where the user's movement is greatly constrained by a limited physical space. However, current techniques may not be particularly useful in combination with head-mounted displays since many users unintentionally move forward while walking in place. We refer to this phenomenon accidental movement as Unintended Positional Drift. The poster presents evidence of the phenomenon's existence and subsequently discusses different design solutions which potentially could circumvent the problem.
Niels C. Nilsson, Stefania Serafin, Rolf Nordahl
VR3
2013 Estimation of detection thresholds for acoustic based redirected walking techniques
abstract
We describe two psychophysical experiments where we have quantified how much humans can unknowingly be redirected by auditory stimuli. The experiments use a two-alternative-forced-choice task. We tested 19 subjects in two different experiments: (E1) discrimination between virtual and physical rotation, and (E2) discrimination of path curvature. In experiment E1 subjects performed rotations with different gains, and then had to choose whether the auditory perceived rotation was smaller or greater than the physical rotation. In experiment E2 subjects estimate the path curvature when walking a curved path in the real world while the visual display shows a straight path in the virtual world. Our results show that users can be turned physically about 20% percent more or 12% less than the perceived virtual rotation, and users can be redirected on a circular arc while they believe they are walking straight.
Stefania Serafin, Niels C. Nilsson, Erik Sikström, Amalia de Götzen, Rolf Nordahl
VR5
2012 Enhancing realism in virtual environments by simulating the audio-haptic sensation of walking on ground surfaces
abstract
In this paper we describe an experiment whose goal is to investigate the role of physics-based auditory and haptic feedback provided at feet level to enhance realism in a virtual environment. To achieve this goal, we designed a multimodal virtual environment where subjects could walk on a platform overlooking a canyon. Subjects were asked to visit the environment wearing an head-mounted display and a custom made pair of sandals enhanced with sensors and actuators. A 12-channels surround sound system delivered a soundscape which was consistent with the visual environment. Passive haptics was provided by having a physical wooden platform present in the laboratory. Subjects reported of having a more realistic experience while auditory and haptic feedback are present. However, measured physiological data and post-experimental presence questionnaire do not show significant differences when audio-haptic feedback is provided.
Rolf Nordahl, Stefania Serafin, Niels C. Nilsson, Luca Turchet
VR1
2011 Sound Synthesis and Evaluation of Interactive Footsteps and Environmental Sounds Rendering for Virtual Reality Applications
abstract
We propose a system that affords real-time sound synthesis of footsteps on different materials. The system is based on microphones, which detect real footstep sounds from subjects, from which the ground reaction force (GRF) is estimated. Such GRF is used to control a sound synthesis engine based on physical models. Two experiments were conducted. In the first experiment, the ability of subjects to recognize the surface they were exposed to was assessed. In the second experiment, the sound synthesis engine was enhanced with environmental sounds. Results show that, in some conditions, adding a soundscape significantly improves the recognition of the simulated environment.
Rolf Nordahl, Luca Turchet, Stefania Serafin
IEEE Trans. Vis. Comput. Graph.1
2010 Audio-haptic physically-based simulation of walking on different grounds
abstract
We describe a system which simulates in realtime the auditory and haptic sensations of walking on different surfaces. The system is based on a pair of sandals enhanced with pressure sensors and actuators. The pressure sensors detect the interaction force during walking, and control several physically based synthesis algorithms, which drive both the auditory and haptic feedback. The different hardware and software components of the system are described, together with possible uses and possibilities for improvements in future design iterations.
Luca Turchet, Rolf Nordahl, Stefania Serafin, Amir Berrezag, Smilen Dimitrov, Vincent Hayward
MMSP2
2010 Sound synthesis and evaluation of interactive footsteps for virtual reality applications
abstract
A system to synthesize in real-time the sound of footsteps on different materials is presented. The system is based on microphones which allow the user to interact with his own footwear. This solution distinguishes our system from previous efforts that require specific shoes enhanced with sensors. The microphones detect real footsteps sounds from users, from which the ground reaction force (GRF) is estimated. Such GRF is used to control a sound synthesis engine based on physical models. Evaluations of the system in terms of sound validity and fidelity of interaction are described.
Rolf Nordahl, Stefania Serafin, Luca Turchet
VR1
2010 Influence of auditory and visual feedback for perceiving walking over bumps and holes in desktop VR
abstract
In this paper, we present an experiment whose goal is to investigate the role of sound and vision in the recognition of different surface profiles in a walking scenario. Fifteen subjects participated to two within-subjects experiments where they were asked to interact with a desktop system simulating bumps, holes and flat surfaces by means of audio, visual and audio-visual cues. Results of the first experiment show that participants are able to successfully identify the surface profiles provided through the proposed audio-visual techniques. Results of a second experiment in which conflictual audiovisual stimuli were presented, reveal that for some of the proposed visual effects the visual feedback is dominant on the auditory one, while for the others the role of dominance is inverted.
Luca Turchet, Maud Marchal, Anatole Lécuyer, Rolf Nordahl, Stefania Serafin
VRST4
2009 Sound design and perception in walking interactions
Yon Visell, Federico Fontana, Bruno L. Giordano, Rolf Nordahl, Stefania Serafin, Roberto Bresin
Int. J. Hum. Comput. Stud.4