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When two streams of pedestrians cross at an angle, striped patterns spontaneously emerge as a result of local pedestrian interactions. This clear case of self-organized pattern formation remains to be elucidated. In counterflows, with a crossing angle of 180°, alternating lanes of traffic are commonly observed moving in opposite directions, whereas in crossing flows at an angle of 90°, diagonal stripes have been reported. Naka (1977) hypothesized that stripe orientation is perpendicular to the bisector of the crossing angle. However, studies of crossing flows at acute and obtuse angles remain underdeveloped. We tested the bisector hypothesis in experiments on small groups (18-19 participants each) crossing at seven angles (30° intervals), and analyzed the geometric properties of stripes. We present two novel computational methods for analyzing striped patterns in pedestrian data: (i) an edge-cutting algorithm, which detects the dynamic formation of stripes and allows us to measure local properties of individual stripes; and (ii) a pattern-matching technique, based on the Gabor function, which allows us to estimate global properties (orientation and wavelength) of the striped pattern at a time T. We find an invariant property: stripes in the two groups are parallel and perpendicular to the bisector at all crossing angles. In contrast, other properties depend on the crossing angle: stripe spacing (wavelength), stripe size (number of pedestrians per stripe), and crossing time all decrease as the crossing angle increases from 30° to 180°, whereas the number of stripes increases with crossing angle. We also observe that the width of individual stripes is dynamically squeezed as the two groups cross each other. The findings thus support the bisector hypothesis at a wide range of crossing angles, although the theoretical reasons for this invariant remain unclear. The present results provide empirical constraints on theoretical studies and computational models of crossing flows.
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Pedestres , Algoritmos , Humanos , Modelos TeóricosRESUMO
Navigating crowded community spaces requires interactions with pedestrians that follow rectilinear and curvilinear trajectories. In the case of rectilinear trajectories, it has been shown that the perceived action opportunities of the walkers might be afforded based on a future distance of closest approach. However, little is known about collision avoidance behaviours when avoiding walkers that follow curvilinear trajectories. Twenty-two participants were immersed in a virtual environment and avoided a virtual human (VH) that followed either a rectilinear path or a curvilinear path with a 5 m or 10 m radius curve at various distances of closest approach. Compared to a rectilinear path (control condition), the curvilinear path with a 5 m radius yielded more collisions when the VH approached from behind the participant and more inversions when the VH approached from in-front. During each trial, the evolution of the future distance of closest approach showed similarities between rectilinear paths and curvilinear paths with a 10 m radius curve. Overall, with few collisions and few inversions of crossing order, we can conclude that participants were capable of predicting future distance of closest approach of virtual walkers that followed curvilinear trajectories. The task was solved with similar avoidance adaptations to those observed for rectilinear interactions. These findings should inform future endeavors to further understand collision avoidance strategies and the role of-for example-non-constant velocities.
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Pedestres , Andadores , Adaptação Fisiológica , Aprendizagem da Esquiva , Humanos , CaminhadaRESUMO
Climate changes in the Arctic may weaken the currently tight pelagic-benthic coupling. In response to decreasing sea ice cover, arctic marine systems are expected to shift from a 'sea-ice algae-benthos' to a 'phytoplankton-zooplankton' dominance. We used mollusc shells as bioarchives and fatty acid trophic markers to estimate the effects of the reduction of sea ice cover on the food exported to the seafloor. Bathyal bivalve Astarte moerchi living at 600 m depth in northern Baffin Bay reveals a clear shift in growth variations and Ba/Ca ratios since the late 1970s, which we relate to a change in food availability. Tissue fatty acid compositions show that this species feeds mainly on microalgae exported from the euphotic zone to the seabed. We, therefore, suggest that changes in pelagic-benthic coupling are likely due either to local changes in sea ice dynamics, mediated through bottom-up regulation exerted by sea ice on phytoplankton production, or to a mismatch between phytoplankton bloom and zooplankton grazing due to phenological change. Both possibilities allow a more regular and increased transfer of food to the seabed. This article is part of the theme issue 'The changing Arctic Ocean: consequences for biological communities, biogeochemical processes and ecosystem functioning'.
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Exoesqueleto/anatomia & histologia , Bivalves/anatomia & histologia , Ecossistema , Exoesqueleto/química , Exoesqueleto/crescimento & desenvolvimento , Animais , Regiões Árticas , Bário/análise , Bivalves/química , Bivalves/crescimento & desenvolvimento , Cálcio/análise , Mudança Climática/história , Ácidos Graxos/análise , Cadeia Alimentar , História do Século XX , História do Século XXI , Camada de Gelo , Fitoplâncton/crescimento & desenvolvimento , Datação Radiométrica , Estações do Ano , Zooplâncton/crescimento & desenvolvimentoRESUMO
BACKGROUND: Chronic Non-Specific Low Back Pain (cNSLBP) has been identified as one of the leading global causes of disability and is characterized by symptoms without clear patho-anatomical origin. The majority of clinical trials assess cNSLBP using scales or questionnaires, reporting an influence of cognitive, emotional and behavioral factors. However, few studies have explored the effect of chronic pain in daily life tasks such as walking and avoiding obstacles, which involves perceptual-motor processes to interact with the environment. RESEARCH QUESTION: Are action strategies in a horizontal aperture crossing paradigm affected by cNSLBP and which factors influence these decisions ? METHODS: 15 asymptomatic adults (AA) and 15 cNSLBP participants walked along a 14 m long path, crossing through apertures ranging from 0.9 to 1.8 times their shoulder width. Their movement was measured using the Qualisys system, and pain perception was evaluated by self-administered questionnaires. RESULTS: The cNSLBP participants stopped rotating their shoulders for a smaller aperture relative to their shoulder width (1.18) than the AA participants (1.33). In addition, these participants walked slower, which gave them more time to make the movement adaptations necessary to cross the aperture. No correlation was found between the variables related to pain perception and the critical point but the levels of pain were low with a small variability. SIGNIFICANCE: This study shows that during a horizontal aperture crossing task requiring shoulder rotation to pass through small apertures, cNSLBP participants appear to exhibit a riskier adaptive strategy than AA participants by minimizing rotations that could induce pain. This task thus makes it possible to discriminate between cNSLBP participants and pain-free participants without measuring the level of pain. The identification number registered in the clinical trials is NCT05337995.
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Dor Crônica , Dor Lombar , Adulto , Humanos , Fenômenos Biomecânicos , Locomoção , Desempenho Psicomotor , Percepção Espacial , CaminhadaRESUMO
Stepping strategies following external perturbations from different directions is investigated in this work. We analysed the effect of the perturbation angle as well as the level of awareness of individuals and characterised steps out of the sagittal plane between Loaded Side Steps (LSS), Unloaded Medial Steps (UMS) and Unloaded Crossover Steps (UCS). A novel experimental paradigm involving perturbations in different directions was performed on a group of 21 young adults (10 females, 11 males, 20-38 years). Participants underwent 30 randomised perturbations along 5 different angles with different levels of awareness of the upcoming perturbations (with and without wearing a sensory impairment device) for a total of 1260 recorded trials. Results showed that logistic models based on the minimal values of the Margin of Stability (MoS) or on the minimal values of the Time to boundary (Ttb) performed the best in the sagittal plane. However, their accuracy stayed above 79% regardless of the perturbation angle or level of awareness. Regarding the effect of the experimental condition, evidences of different balance recovery behaviours due to the variation of perturbation angles were exposed, but no significant effect of the level of awareness was observed. Finally, we proposed the Distance to Foot boundary (DtFb) as a relevant quantity to characterise the stepping strategies in response to perturbations out of the sagittal plane.
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Pé , Equilíbrio Postural , Feminino , Humanos , Masculino , Adulto Jovem , Fenômenos Biomecânicos , Pé/fisiologia , Equilíbrio Postural/fisiologia , AdultoRESUMO
Gaze behavior of virtual characters in video games and virtual reality experiences is a key factor of realism and immersion. Indeed, gaze plays many roles when interacting with the environment; not only does it indicate what characters are looking at, but it also plays an important role in verbal and non-verbal behaviors and in making virtual characters alive. Automated computing of gaze behaviors is however a challenging problem, and to date none of the existing methods are capable of producing close-to-real results in an interactive context. We therefore propose a novel method that leverages recent advances in several distinct areas related to visual saliency, attention mechanisms, saccadic behavior modelling, and head-gaze animation techniques. Our approach articulates these advances to converge on a multi-map saliency-driven model which offers real-time realistic gaze behaviors for non-conversational characters, together with additional user-control over customizable features to compose a wide variety of results. We first evaluate the benefits of our approach through an objective evaluation that confronts our gaze simulation with ground truth data using an eye-tracking dataset specifically acquired for this purpose. We then rely on subjective evaluation to measure the level of realism of gaze animations generated by our method, in comparison with gaze animations captured from real actors. Our results show that our method generates gaze behaviors that cannot be distinguished from captured gaze animations. Overall, we believe that these results will open the way for more natural and intuitive design of realistic and coherent gaze animations for real-time applications.
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BACKGROUND: Individuals who have sustained a concussion often display associated balance control deficits and visuomotor impairments despite being cleared by a physician to return to sport. Such visuomotor impairments can be highlighted in collision avoidance tasks that involves a mutual adaptation between two walkers. However, studies have yet to challenged athletes with a previous concussion during an everyday collision avoidance task, following return to sport. RESEARCH QUESTION: Do athletes with a previous concussion display associated behavioural changes during a 90°-collision avoidance task with an approaching pedestrian? METHODS: Thirteen athletes (ATH; 9 females, 23⯱â¯4years) and 13 athletes with a previous concussion (CONC; 9 females, 22⯱â¯3 years, concussion <6 months) walked at a comfortable walking speed along a 12.6â¯m pathway while avoiding another athlete on a 90º-collision course. Each participant randomly interacted with individuals from the same group 20 times and interacted with individuals from the opposite group 21 times. Minimum predicted distance (mpd) was used to examine collision avoidance behaviours between ATH and CONC groups. RESULTS: The overall progression of mpd(t) did not differ between groups (pâ¯>â¯.05). During the collision avoidance task, previously concussed athletes contributed less when passing second compared to their peers(pâ¯<â¯.001). When two previously concussed athletes were on a collision course, there was a greater amount of variability resulting in inappropriate adaptive behaviours. SIGNIFICANCE: Although successful at avoiding a collision with an approaching athlete, previously concussed athletes exhibit behavioural changes manifesting in riskier behaviours. The current findings suggest that previously concussed athletes possess behavioural changes even after being cleared to returned to sport, which may increase their risk of a subsequent injury when playing.
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Traumatismos em Atletas , Concussão Encefálica , Adaptação Fisiológica , Atletas , Traumatismos em Atletas/complicações , Aprendizagem da Esquiva , Concussão Encefálica/complicações , Feminino , Humanos , CaminhadaRESUMO
Virtual reality (VR) is a valuable experimental tool for studying human movement, including the analysis of interactions during locomotion tasks for developing crowd simulation algorithms. However, these studies are generally limited to distant interactions in crowds, due to the difficulty of rendering realistic sensations of collisions in VR. In this article, we explore the use of wearable haptics to render contacts during virtual crowd navigation. We focus on the behavioral changes occurring with or without haptic rendering during a navigation task in a dense crowd, as well as on potential after-effects introduced by the use haptic rendering. Our objective is to provide recommendations for designing VR setup to study crowd navigation behavior. To the end, we designed an experiment (N=23) where participants navigated in a crowded virtual train station without, then with, and then again without haptic feedback of their collisions with virtual characters. Results show that providing haptic feedback improved the overall realism of the interaction, as participants more actively avoided collisions. We also noticed a significant after-effect in the users' behavior when haptic rendering was once again disabled in the third part of the experiment. Nonetheless, haptic feedback did not have any significant impact on the users' sense of presence and embodiment.
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Tecnologia Háptica , Realidade Virtual , Gráficos por Computador , Simulação por Computador , Retroalimentação , HumanosRESUMO
Virtual steering techniques enable users to navigate in larger Virtual Environments (VEs) than the physical workspace available. Even though these techniques do not require physical movement of the users (e.g. using a joystick and the head orientation to steer towards a virtual direction), recent work observed that users might unintentionally move in the physical workspace while navigating, resulting in Unintended Positional Drift (UPD). This phenomenon can be a safety issue since users may unintentionally reach the physical boundaries of the workspace while using a steering technique. In this context, as a necessary first step to improve the design of navigation techniques minimizing the UPD, this paper aims at analyzing and modeling the UPD during a virtual navigation task. In particular, we characterize and analyze the UPD for a dataset containing the positions and orientations of eighteen users performing a virtual slalom task using virtual steering techniques. Participants wore a head-mounted display and had to follow three different sinusoidal-like trajectories (with low, medium and high curvature) using a torso-steering navigation technique. We analyzed the performed motions and proposed two UPD models: the first based on a linear regression analysis and the second based on a Gaussian Mixture Model (GMM) analysis. Then, we assessed both models through a simulation-based evaluation where we reproduced the same navigation task using virtual agents. Our results indicate the feasibility of using simulation-based evaluations to study UPD. The paper concludes with a discussion of potential applications of the results in order to gain a better understanding of UPD during steering and therefore improve the design of navigation techniques by compensating for UPD.
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Interface Usuário-Computador , Realidade Virtual , Gráficos por Computador , Simulação por Computador , Humanos , MovimentoRESUMO
BACKGROUND: Collision avoidance between two walkers requires a mutual adaptation based on visual information in order to be successful. Age-related changes to visuomotor processing, kinesthetic input, and intersegmental dynamics increases the risk of collision and falls in older adults. However, few studies examine behavioural strategies in older adults during collision avoidance tasks with another pedestrian. RESEARCH QUESTION: Is there a difference between older adults' and young adults' collision avoidance behaviours with another pedestrian? METHODS: Seventeen older adults (x¯ = 68 ± 3 years) and seventeen young adults (x¯ = 23 ± 2 years) walked at a comfortable walking speed along a 12.6 m pathway while avoiding another walker. Trials were randomized equally to include 20 interactions with the same age group and 21 interactions with the opposite age group. Minimum predicted distance (mpd) was used to characterize collision avoidance behaviours between older adults and young adults. RESULTS: Older adults had riskier avoidance behaviours, passing closer to the other pedestrian (0.79 m ± 0.18 m) compared to when two young adults were on a collision course (0.93 m ± 0.17 m) (χ²(3) = 35.94, p < .0001). Whenever an older adult was on a collision course with a young adult, the young adult contributed more to the avoidance regardless of passing order. SIGNIFICANCE: The results from the current study highlight age-related effects during a collision avoidance task in older adults resulting in risky behaviour and a potential collision. Future studies should further investigate age-related visuomotor deficits during collision avoidance tasks in cluttered environments using virtual reality in order to tease out factors that contribute most to avoidance behaviours in older adults.
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Aprendizagem da Esquiva , Pedestres , Adaptação Fisiológica , Idoso , Humanos , Caminhada , Velocidade de Caminhada , Adulto JovemRESUMO
Frequently, in rugby, players incorporate deceptive motions (e.g., a side-step) in order to pass their opponent. Previous works showed that expert defenders are more efficient in detecting deceptive motions. Performance was shown to be correlated with the evolution of the center of gravity of the attacker, suggesting that experts may rely on global motion cues. This study aims at investigating whether a representation of center of gravity can be useful for training purposes, by using this representation alone or by combining it with the local motion cues given by body parts. We designed an experiment in virtual reality to control the motion cues available to the defenders. Sixteen healthy participants (seven experts and nine novices) acted as defenders while a virtual attacker approached. Participants completed two separate tasks. The first was a time occlusion perception task, occlusion after 100ms, 200ms or 300ms after the initial change in direction, thereafter participants indicated the passing direction of the attacker. The second was a perception-action task, participants were instructed to intercept the oncoming attacker by displacing medio-laterally. The attacker performed either a non-deceptive motion, directly toward the final passing direction or a deceptive motion, initially toward a false direction before quickly reorienting to the true direction. There was a main effect of expertise, appearance, cut off times and motion on correct responses during both tasks. There was an interaction between visual appearance and expertise, and between motion type and expertise during the perception task, however, this interaction was not present during the perception-action task. We observed that experts maintained superiority in the perception of deceptive motion; however when the visual appearance is reduced to global motion alone the difference between novices and experts is reduced. We further explore the interactions and discuss the effects observed for the visual appearance and expertise.
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Sinais (Psicologia) , Enganação , Futebol Americano , Percepção de Movimento , Percepção Visual , Simulação por Computador , Feminino , Humanos , Masculino , Tempo de ReaçãoRESUMO
BACKGROUND: Collision avoidance between two walkers involves a mutual adaptation to speed and orientation in order to successfully avoid a collision. Minimum Predicted Distance (MPD) is the distance at which two walkers would collide if their speed and path trajectory were maintained at first sight of one another. MPD has been used to describe the risk of collision and its evolution over time between two adult walkers when on a collision course. Middle-aged children have been shown to have poor perception-action coupling during static and dynamic collision avoidance tasks. Research has yet to examine whether perception-action coupling deficits persist in a dynamic collision avoidance task involving a child and another walker. RESEARCH QUESTION: Can the metric MPD(t) be used to examine collision avoidance strategies between children and adults? METHODS: Eighteen children (age: 10⯱â¯1.5 years) and eighteen adults (34⯱â¯9.6 years) walked along a 12.6â¯m pathway while avoiding another participant (child or adult). Groups of three children and three adults were recruited per session. Trials were randomized equally such that each adult interacted with another adult 20 times, each child interacted with another child 20 times, and each adult interacted with a child 21 times, for a total of 141 trials. 3D kinematic data of each participant's head was recorded using the Vicon system. RESULTS: The results demonstrated: (1) MPD(t) can be used to predict future collisions in children, (2) MPD(t) is an absolute measure that is consistently lower when a child is involved compared to two adult walkers, (3) the individual passing second, even when it is a child, contributes more to MPD(t) than the walker passing first. SIGNIFICANCE: It appears children have developed adult-like strategies during a collision avoidance task involving two walkers. Body anthropometrics should be considered when determining collision avoidance strategies between children and adults.
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Prevenção de Acidentes , Adaptação Fisiológica , Percepção de Distância/fisiologia , Caminhada/fisiologia , Adulto , Criança , Feminino , Humanos , Masculino , Orientação Espacial/fisiologiaRESUMO
Navigating in virtual environments requires using some locomotion interfaces, especially when the dimensions of the environment exceed the ones of the Virtual Reality system. Locomotion interfaces induce some biases both in the perception of the self-motion or in the formation of virtual locomotion trajectories. These biases have been mostly evaluated in the context of static environments, and studies need to be revisited in the new context of populated environments where users interact with virtual characters. We focus on a situation of collision avoidance between a real participant and a virtual character, and compared it to previous studies on real walkers. Our results show that, as in reality, the risk of future collision is accurately anticipated by participants, however with delay. We also show that collision avoidance trajectories formed in VR have common properties with real ones, with some quantitative differences in avoidance distances. More generally, our evaluation demonstrates that reliable results can be obtained for qualitative analysis of small scale interactions in VR. We discuss these results in the perspective of a VR platform for large scale interaction applications, such as in a crowd, for which real data are difficult to gather.
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Previous studies showed the existence of implicit interaction rules shared by human walkers when crossing each other. Especially, each walker contributes to the collision avoidance task and the crossing order, as set at the beginning, is preserved along the interaction. This order determines the adaptation strategy: the first arrived increases his/her advance by slightly accelerating and changing his/her heading, whereas the second one slows down and moves in the opposite direction. In this study, we analyzed the behavior of human walkers crossing the trajectory of a mobile robot that was programmed to reproduce this human avoidance strategy. In contrast with a previous study, which showed that humans mostly prefer to give the way to a non-reactive robot, we observed similar behaviors between human-human avoidance and human-robot avoidance when the robot replicates the human interaction rules. We discuss this result in relation with the importance of controlling robots in a human-like way in order to ease their cohabitation with humans.
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Prevenção de Acidentes/métodos , Adaptação Fisiológica/fisiologia , Marcha/fisiologia , Locomoção/fisiologia , Robótica/instrumentação , Adulto , Feminino , Humanos , MasculinoRESUMO
Collision avoidance between multiple walkers, such as pedestrians in a crowd, is based on a reciprocal coupling between the walkers with a continuous loop between perception and action. Such interpersonal coordination has previously been studied in the case of dyadic locomotor interactions. However, when walking through a crowd of people, collision avoidance is not restricted to dyadic interactions. We examined how dyadic avoidance (1 vs. 1) compared to triadic avoidance (1 vs. 2). Additionally, we examined how the dynamics of a passable gap between two walkers affected locomotor interactions. To this end, we manipulated the starting formation of two walkers that formed a potentially pass-able gap for the other walker. We analyzed the interactions in terms of the evolution over time of the Minimal Predicted Distance and the Dynamics of the Gap, which both provide information about what action is afforded (i.e., passing in front/behind and the pass-ability of the gap). Results showed that some triadic interactions invited for sequential interactions, resulting in avoidance strategies comparable with dyadic interactions. However, some formations resulted in simultaneous interactions where the dynamics of the pass-ability of the gap revealed that the coordination strategy emerged over time through the bi-directional interactions between all walkers. Future work should address which circumstances invite for simultaneous and which for sequential interactions between multiple walkers. This study contributed toward understanding how collision is avoided between multiple walkers at the level of the local interactions.
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Daily activities require agents to interact with each other, such as during collision avoidance. The nature of visual information that is used for a collision free interaction requires further understanding. We aim to manipulate the nature of visual information in two forms, global and local information appearances. Sixteen healthy participants navigated towards a target in an immersive computer-assisted virtual environment (CAVE) using a joystick. A moving passive obstacle crossed the participant's trajectory perpendicularly at various pre-defined risks of collision distances. The obstacle was presented with one of five virtual appearances, associated to global motion cues (i.e., a cylinder or a sphere), or local motion cues (i.e., only the legs or the trunk). A full body virtual walker, showing both local and global motion cues, used as a reference condition. The final crossing distance was affected by the global motion appearances, however, appearance had no qualitative effect on motion adaptations. These findings contribute towards further understanding what information people use when interacting with others.
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Neuroscientific approaches have provided an important invariant linking kinematics and geometry in locomotion: a power law controls the relation between radius of curvature and velocity of the trajectory followed. However, these trajectories are predefined and cyclic. Consequently, they cannot be considered as fully natural. We investigate whether this relationship still exists in one unconstrained turn, which can be compared to an everyday life movement. Two different approaches were developed: an intra-individual one along each turn of each trial and an inter-individual one based on a specific instant for which a subject's trajectory goes through its maximal curvature. Eleven subjects performed turns at three gait speeds (natural, slow, fast). The intra-individual approach did not lead to any power law between velocity and curvature along one single trial. Notwithstanding, the inter-individual approach showed a power law between the whole couples "minimal radius of curvature/associated velocity". Thus, the speed/curvature relation is more a "long term" motor control law linked to the turning task goal rather than a "short term" one dealing with trajectory following all the time of the motion.
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Marcha/fisiologia , Locomoção/fisiologia , Movimento/fisiologia , Adulto , Fenômenos Biomecânicos/métodos , Feminino , Humanos , Perna (Membro)/fisiologia , MasculinoRESUMO
Robots and Humans have to share the same environment more and more often. In the aim of steering robots in a safe and convenient manner among humans it is required to understand how humans interact with them. This work focuses on collision avoidance between a human and a robot during locomotion. Having in mind previous results on human obstacle avoidance, as well as the description of the main principles which guide collision avoidance strategies, we observe how humans adapt a goal-directed locomotion task when they have to interfere with a mobile robot. Our results show differences in the strategy set by humans to avoid a robot in comparison with avoiding another human. Humans prefer to give the way to the robot even when they are likely to pass first at the beginning of the interaction.
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Adaptação Fisiológica , Locomoção , Robótica/métodos , Andadores , Acidentes , Adulto , Feminino , Humanos , MasculinoRESUMO
Accurate distance perception and natural interactions are mandatory conditions when training precision aiming tasks in VR. However, many factors specific to virtual environments (VEs) lead to differences in the way users execute a motor task in VR versus the real world. To investigate these differences, the authors performed a study on basketball beginners' free-throw performance in VEs under different visual conditions. Although the success rate is not statistically different, some adaptations occurred in the way the users performed the task, depending on the visual conditions. In the third-person perspective visual condition, the release parameters indicate that the users more accurately estimated distance to target. Adding visual guidance information (gradual depth information showing the ideal ball trajectory) also led to more natural motor behavior. The final aim of this study was to develop a reliable basketball free-throw training system in VEs, so the authors compared beginners' performances in VR with experts' models of performance. Their results show that most of the performance variables tended to evolve closer to the experts' performance during the training in the VE.
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When avoiding a group, a walker has two possibilities: either he goes through it or around it. Going through very dense groups or around huge ones would not seem natural and could break any sense of presence in a virtual environment. This paper aims to enable crowd simulators to handle such situations correctly. To this end, we need to understand how real humans decide to go through or around groups. As a first hypothesis, we apply the Principle of Minimum Energy (PME) on different group sizes and density. According to this principle, a walker should go around small and dense groups whereas he should go through large and sparse groups. Such principle has already been used for crowd simulation; the novelty here is to apply it to decide on a global avoidance strategy instead of local adaptations only. Our study quantifies decision thresholds. However, PME leaves some inconclusive situations for which the two solutions paths have similar energetic costs. In a second part, we propose an experiment to corroborate PME decisions thresholds with real observations. As controlling the factors of an experiment with many people is extremely hard, we propose to use Virtual Reality as a new method to observe human behavior. This work represents the first crowd simulation algorithm component directly designed from a VR-based study. We also consider the role of secondary factors in inconclusive situations. We show the influence of the group appearance and direction of relative motion in the decision process. Finally, we draw some guidelines to integrate our conclusions to existing crowd simulators and show an example of such integration. We evaluate the achieved improvements.