Machine Learning Applied to Locomotion in Virtual Reality

Resumo


The objective of this research project is to recognize a user's walking pattern on a treadmill-like platform for navigation in Virtual Reality (VR) environments. To achieve this, a walking recognition software solution was developed using Convolutional Neural Networks (CNNs), a type of Machine Learning (ML) architecture. The ML model was trained on a dataset collected from users' movements in a virtual simulation, tracking the positions and rotations of their feet as they walked in various directions and orientations. Tracking was accomplished using 6 degrees of freedom (6DoF) trackers placed on the users' feet. The neural network achieved a 94% accuracy rate during testing. Due to the network's lightweight configuration, the response time is, on average, 0.1 seconds, demonstrating its potential as an efficient natural controller for real-time user navigation in multiple directions.
Palavras-chave: Walking in Virtual Reality, Machine Learning, Feet Tracking, Virtual Locomotion, Walking Pattern Recognition, User Navigation

Referências

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Publicado
30/09/2024
SAKABE, Fernando Kenji; AYRES, Fabio José; SOARES, Luciano Pereira. Machine Learning Applied to Locomotion in Virtual Reality. In: SIMPÓSIO DE REALIDADE VIRTUAL E AUMENTADA (SVR), 26. , 2024, Manaus/AM. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2024 . p. 134-139.