wheelchair. This would enable architects and
engineers to better understand the interest to design
differently by taking into account the mobility
difficulties of everybody (Harrison, 2004).
The benefits of this study are numerous because
it can help architects and designers by providing a
virtual validation of their modelling, but it can also
contribute to change standards to be more suitable
for the everyday life of wheelchair users.
These improvements could follow different
criteria according to the end user point of view such
as comfort, security, accessibility. The aim of this is
to provide a VE as a useful tool to help designers
and architects. This is why our VE highlights the
main nuisances and difficulties, which can be felt by
a wheelchair user everyday instead of providing a
simulator to learn how to move with a wheelchair.
Technical requirements are different depending upon
the different goals.
Finally, our VE should simulate if it is easy to
move within a virtual room equipped with a table,
chairs and other potential obstacles. This is a good
method to evaluate the accessibility of objects.
Moreover, an emergency exit procedure could be
simulated and evaluated by criteria such as the
evacuation time for example. Finally, accessibility
of a stair via a ramp would be taken into account to
verify the acceptable slope defined by the building
standards.
Our work offers the option to simulate
locomotion either with a mechanical wheelchair or
electric wheelchair.
2 VIRTUAL ENVIRONMENT
SPECIFICATIONS
According to the goals presented above the VE
should be able to make the user feel subtle
difficulties to move with a wheelchair within the
simulated place. Only one user can be immerged at a
time in the considered virtual place. Indeed to
validate the ease of access of the scene, it is not
necessary to create virtual meeting between several
users.
To satisfy a good level of realism our VE must
be multisensorial, this is why we decided to offer
sight, hearing and touch to the user to interact with
the VE. The level of realism should be particularly
considered to make the user feel the difficulties of
moving in a restrictive room for example. The
textural graphic rendering of non interactive objects
is not a priority in this study. On the other hand we
are interested in locomotion, which is the primary
task we have to simulate here. Thus we pay
particular attention to the type of displacement
(forwards, backwards, rotation, linear), the event
during motion (shock, bounce, freewheel) and the
nature of the ground (soft ground, horizontal or
ramped). The difficulties in simulating these are for
example related to the lack of own force to move
forward on a ramp, the lack of free space to turn or
move in a confined place (lift, end of a corridor,
between tables in a classroom...), the lack of skill to
maitain the desired direction while moving on a
banked walkway and so on.
Manoeuvrability is more difficult in an electric
wheelchair than in a mechanical wheelchair.
However several difficulties depend on the user’s
skill and his/her available arm force, which is why
we will first focus on the mechanical wheelchair, as
this is subject to all types of difficulties.
In its framework our Immersive Environment
(IE) is similar to other dedicated VR locomotion
interfaces such as a walking device, bicycle
simulator and so on. Indeed for this type of platform,
the immerged user should perceive that he/she
moves voluntarily on the spot. The realism, we
decided above to focus on difficulties rendering,
must be judged all the time by the three chosen
senses (sight, hearing and touch). Of the four
behavioural primitives (Fuch, 2003) (observe the
virtual world, move and interact in the virtual world,
and communicate with another in the virtual world)
we decided to consider only the first three.
Our contribution points especially to how to
provide the feel of moving in the VE by taking into
account all the difficulties quoted above. The visual
rendering of the virtual scene will be projected
simply on a large screen to create a feeling of
immersion and to display object with actual size. For
our application, head mounted displays are not
suitable as they are expensive and make data
processing more complex because of the required
head tracking. Elsewhere our VE can be displayed
on a hemispherical screen with stereo glasses (reality
centre type) or in a CAVE (room-sized cubic system
with projections on all walls and floor). This last
system is about 3 meters wide and long, so the
interface design must be as compact as possible and
compatible with these dimensions.
As it has been specified above, we wanted to
make the user feel the difficulty and energy required
to move in constrained environment. It is therefore
necessary to design our behavioural interface as a
sensorial and driving interface like a haptic. That
means the user will interact with the locomotion task
A SPECIFIC LOCOMOTION INTERFACE FOR VIRTUAL REALITY - Design of a Wheelchair Type Haptic
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