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Haptic Interface
Published in Julie A. Jacko, The Human–Computer Interaction Handbook, 2012
The omnidirectional treadmill employs two perpendicular treadmills, one inside the other. Each belt is made from approximately 3400 separate rollers, woven together into a mechanical fabric. Motion of the lower belt is transmitted by the rollers to a walker. This mechanism enables omnidirectional walking (Darken, Cockayne, and Carmein 1997).
A Systematic Review of a Virtual Reality System from the Perspective of User Experience
Published in International Journal of Human–Computer Interaction, 2020
Yong Min Kim, Ilsun Rhiu, Myung Hwan Yun
The input device is divided into non-hand and hand input devices depending on whether hands are required. For a non-hand input device, whether tracking technology is applied is added as a detailed criterion. If tracking system is available, body tracking, head tracking, eye tracking, microphone, and treadmill are included. In the absence of tracking, non-tracked and non-hand devices are added, which can include pedal-type inputs. In case of whole-body tracking, the entire body of the user is tracked and the user’s movement pattern is recognized. Head tracking is generally available when the user wears an HMD such as Oculus Rift, HTC Vive, or Sony PlayStation VR. Eyeglasses with a tracking sensor can also track head movements. Under this condition, a VR environment corresponding to the head movement of the user is presented. Eye tracking tracks the user’s eye movement such as the gaze point. A microphone can be used for system command by tracking the user’s voice information. When a treadmill is used as an input device, the user can actually walk on the treadmill and the gait motion is transmitted to the VR engine, which changes the virtual world according to the user’s motion. It includes not only traditional treadmill, but omnidirectional treadmill such as Omni-treadmill and VirtuSphere.