• Title/Summary/Keyword: Walking navigation

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A Walking Movement System for Virtual Reality Navigation (가상현실 네비게이션을 위한 보행 이동 시스템의 개발)

  • Cha, Moohyun;Han, Soonhung;Huh, Youngcheol
    • Korean Journal of Computational Design and Engineering
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    • v.18 no.4
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    • pp.290-298
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    • 2013
  • A walking navigation system (usually known as a locomotion interface) is an interactive platform which gives simulated walking sensation to users using sensed bipedal motion signals. This enables us to perform navigation tasks using only bipedal movement. Especially, it is useful for the certain VR task which emphasizes on physical human movement, or accompanies understanding of the size and complexity of building structures. In this work, we described system components of VR walking system and investigated several types of walking platform by literature survey. We adopted a MS Kinect depth sensor for the motion recognition and a treadmill which includes directional turning mechanism for the walking platform. Through the integration of these components with a VR navigation scenario, we developed a simple VR walking navigation system. Finally several technical issues were found during development process, and further research directions were suggested for the system improvement.

A Navigation Algorithm using Locomotion Interface with Two 6-DOF Robotic Manipulators (ICCAS 2005)

  • Yoon, Jung-Won;Ryu, Je-Ha
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.2211-2216
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    • 2005
  • This paper describes a novel navigation algorithm using a locomotion interface with two 6-DOF parallel robotic manipulators. The suggested novel navigation system can induce user's real walking and generate realistic visual feedback during navigation, using robotic manipulators. For realistic visual feedback, the virtual environment is designed with three components; 3D object modeler for buildings and terrains, scene manager and communication manager component. The walking velocity of the user is directly translated to VR actions for navigation. Finally, the functions of the RPC interface are utilized for each interaction mode. The suggested navigation system can allow a user to explore into various virtual terrains with real walking and realistic visual feedback.

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Modeling & Error Compensation of Walking Navigation System (보행항법장치의 모델링 및 오차 보정)

  • Cho, Seong-Yun;Park, Chan Gook
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.51 no.6
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    • pp.221-227
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    • 2002
  • In this paper, the system model for the compensation of the low-cost personal navigation system is derived and the error compensation method using GPS is also proposed. WNS(Walking Navigation System) is a kind of personal navigation system using the number of a walk, stride and azimuth. Because the accuracy of these variables determines the navigation performance, computational methods have been investigated. The step is detected using the walking patterns, stride is determined by neural network and azimuth is calculated with gyro output. The neural network filters off unnecessary motions. However, the error compensation method is needed, because the error of navigation information increases with time. In this paper, the accumulated error due to the step detection error, stride error and gyro bias is compensated by the integrating with GPS. Loosely coupled Kalman filter is used for the integration of WNS and GPS. It is shown by simulation that the error is bounded even though GPS signal is blocked.

A Navigation Algorithm using a Locomotion Interface with Programmable Foot Platforms for Realistic Virtual Walking (실감의 가상 걸음을 위한 발판타입 이동인터페이스의 네비게이션 알고리즘)

  • Yoon, Jung-Won;Ryu, Je-Ha
    • Journal of KIISE:Computing Practices and Letters
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    • v.12 no.6
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    • pp.358-366
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    • 2006
  • This paper describes a novel navigation algorithm using a locomotion interface with two 6-DOF programmable foot platforms. When a human walks on the locomotion interface (LI), the walking motions of the human are recognized by several sensors. Then, the sensed information is used by the LI for generation of infinite surfaces for continuous walking and the virtual environments for scene update according to motions of the human walking. The suggested novel navigation system can induce user's real walking and generate realistic visual feedback during navigation. A novel navigation algorithm is suggested to allow natural navigation in virtual environments by utilizing conditions of normal gait analysis. For realistic visual feedback, the virtual environment is designed with three components; 3D object modeler for buildings and terrains, scene manager and communication manager component. From experiments, the subjects were satisfied with the reality of the suggested navigation algorithm using the locomotion interface. Therefore, the suggested navigation system can allow a user to explore into various virtual terrains with real walking and realistic visual feedback.

Real-time Footstep Planning and Following for Navigation of Humanoid Robots

  • Hong, Young-Dae
    • Journal of Electrical Engineering and Technology
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    • v.10 no.5
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    • pp.2142-2148
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    • 2015
  • This paper proposes novel real-time footstep planning and following methods for the navigation of humanoid robots. A footstep command is defined by a walking direction and step lengths for footstep planning. The walking direction is determined by a uni-vector field navigation method, and the allowable yawing range caused by hardware limitation is considered. The lateral step length is determined to avoid collisions between the two legs while walking. The sagittal step length is modified by a binary search algorithm when collision occurs between the robot body and obstacles in a narrow space. If the robot body still collides with obstacles despite the modification of the sagittal step length, the lateral step length is shifted at the next footstep. For footstep following, a walking pattern generator based on a 3-D linear inverted pendulum model is utilized, which can generate modifiable walking patterns using the zero-moment point variation scheme. Therefore, it enables a humanoid robot to follow the footstep command planned for each footstep. The effectiveness of the proposed method is verified through simulation and experiment.

An Experiment on Walking Speeds of Freshmen Unexperienced in Shipboard Life on a Passenger Ship (승선생활 미숙련 대학 신입생들의 여객선 내 보행속도 실험)

  • Hwang, Kwang-II
    • Journal of Navigation and Port Research
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    • v.37 no.3
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    • pp.239-244
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    • 2013
  • To increase the safety of onboard evacuation of guests who is unfamiliar with onboard living conditions, this study measured and compared the onboard walking speeds of 81 participants on a passenger ship, I t were found that the walking speeds at corridor on navigation were slower than those at berth by 27.2%, and the speeds of walking on the corner on navigation were slower than those at berth by 23.2%. This means that the ship motion on navigation directly influenced walking speeds. The walking speeds of upward-stairs and downward-stairs were measured to be 0.71m/s and 0.75m/s, respectively. From the crowd counter-flow experiments, because of the narrow space between participants, the walking speeds were decreased as person after person. And it was clear that the group's walking speeds were determined by the walking speeds of leading person(s) of the group. The walking speeds obtained this study were different from those of IMO guideline(MSC/Circ 1033).

Walking/Non-walking and Indoor/Outdoor Cognitive-based PDR/GPS/WiFi Integrated Pedestrian Navigation for Smartphones

  • Eui Yeon Cho;Jae Uk Kwon;Seong Yun Cho;JaeJun Yoo;Seonghun Seo
    • Journal of Positioning, Navigation, and Timing
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    • v.12 no.4
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    • pp.399-408
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    • 2023
  • In this paper, we propose a solution that enables continuous indoor/outdoor positioning of smartphone users through the integration of Pedestrian Dead Reckoning (PDR) and GPS/WiFi signals. Considering that accurate step detection affects the accuracy of PDR, we propose a Deep Neural Network (DNN)-based technology to distinguish between walking and non-walking signals such as walking in place. Furthermore, in order to integrate PDR with GPS and WiFi signals, a technique is used to select a proper measurement by distinguishing between indoor/outdoor environments based on GPS Dilution of Precision (DOP) information. In addition, we propose a technology to adaptively change the measurement error covariance matrix by detecting measurement outliers that mainly occur in the indoor/outdoor transition section through a residual-based χ2 test. It is verified through experiments on a testbed that these technologies significantly improve the performance of PDR and PDR/GPS/WiFi fingerprinting-based integrated pedestrian navigation.

The Effects of Joystick-controlling and Walking-around on Navigating a Virtual Space

  • RYU, Jeeheon;PARK, Sanghoon;YANG, Eunbyul;JEONG, Museok
    • Educational Technology International
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    • v.21 no.2
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    • pp.125-153
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    • 2020
  • The advancement of virtual reality technology offers various locomotion options that support users' navigation behaviors in a virtual reality environment. This study was aimed at examining the effects of two navigation methods-joystick-controlling and walking-around-on users' perceived usability, behavioral engagement, and virtual presence. Fifty South Korean college students were recruited in the study, and they were assigned randomly to one of the two navigation conditions. Participants from each group were asked to observe a 3D object and complete the surveys. They were then asked to repeat the procedure with a 2D image. Using repeated-measures ANOVAs and MANOVA, we found that users using joystick-controlling reported higher usability and showed superior performance to the walking-around group on two tasks. Participants reported a higher behavioral engagement when observing the 2D image. Besides, they perceived a significantly higher virtual presence when observing the 2D image. Finally, we discussed the implications of the findings for the navigation method design.

Slope Detecting and Walking Algorithm of a Quadruped Robot Using Contact Forces (접촉 반력을 이용한 4 족 보행로봇의 경사면 감지 및 보행 알고리즘)

  • Lee, Soon-Geul
    • Journal of the Korean Society for Precision Engineering
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    • v.16 no.4 s.97
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    • pp.138-147
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    • 1999
  • For autonomous navigation, a legged robot should be able to walk over irregular terrain and adapt itself to variation of supporting surface. Walking through slope is one of the typical tasks for such case. Robot needs not only to change foot trajectory but also to adjust its configuration to the slope angle for maintaining stability against gravity. This paper suggests such adaptation algorithm for stable walking which uses feedback of reaction forces at feet. Adjusting algorithm of foot trajectory was studied with the estimated angel of slope without visual feedback. A concept of virtual slope angle was introduced to adjust body configuration against slope change of the supporting terrain. Regeneration of foot trajectory also used this concept for maintaining its stable walking against unexpected landing point.

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WNS/GPS Integrated System Using Tightly Coupled Method (강결합 기법을 이용한 WNS/GPS 결합 시스템)

  • 조성윤;박찬국
    • Journal of Institute of Control, Robotics and Systems
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    • v.8 no.12
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    • pp.1067-1075
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    • 2002
  • The system error model for the compensation of the low-cost personal navigation system is derived and the error compensation method using GPS is also proposed. The walking navigation system (WNS) that calculates navigation information through walking detection has small error than INS, but the error also increases with time. In order to improve reliability of the system regardless of time, WNS is integrated with GPS. Since WNS is usually used in urban area, the blockage of CPS signal is frequently occurred. Therefore tightly coupled Kalman filter is used for the integration of WNS and GPS. In this paper, the system model for the design of tightly coupled Kかm filter is designed and measurement is linearized in consideration of moving distance error. It is shown by Monte Carlo simulation that the error is bounded even through the number of visible satellite is less than 4.