Hz sampling frequency. As a result, in line with the
McMahan hypothesis (McMahan et al., 2012), the use
of the virtusphere (medium-fidelity) produced worst
performance than those obtained using the gamepad
(low-fidelity).
By considering real walking setups, one of the
main issues is the fact that isometric mappings, i.e.
replicating the exact amount of movement of the
users’ head inside the VE, are often misperceived by
people walking in VR (Steinicke et al., 2010; Janeh
et al., 2017b). In particular, people do not perceive
distances in VR as in a corresponding real-world sit-
uation. To mitigate the issue, in (Steinicke et al.,
2010), translation gains are introduced, though the re-
sults presented in (Janeh et al., 2017b) show that fur-
ther investigations on this aspect are needed. Also
the effect of having a virtual representation (i.e. an
avatar) inside the VE has been addressed, with re-
spect to depth perception. In (Valkov et al., 2016),
the authors presented the results of an evaluation of
the users distance perception with different avatar rep-
resentations, by showing that the anthropometric fi-
delity of the avatar has stronger effect on the distance
perception than a realistic representation.
Several researchers addressed the problem of un-
derstanding whether low-cost and off-the-shelf solu-
tions can be valid for scientific purposes, and whether
these setups, designed for entertainment purposes,
cause undesired effects on the users. As an exam-
ple, in (Chessa et al., 2016b), the authors investigated
the quality of a commercial low-cost VR headset, the
Oculus Rift DK2, with respect to the sense of pres-
ence (Slater et al., 1994) and the cybersickness. More
recently, in (Niehorster et al., 2017), an analysis of the
precision and accuracy of the HTC-Vive VR headset
is presented. The authors conclude that such a system
is maybe affected by some errors due to the fact that
a tilting of the reference plane can occur, especially
when the sensors loose the tracking. Nevertheless, the
quantitative error measures they reported are not sig-
nificant with respect to the application described in
this paper.
We should also take into account that, in the lit-
erature, several studies show the relationship among
walking in VR and gait instability. In (Hollman et al.,
2007), the authors analyzed ten healthy volunteers
walking on an instrumented treadmill in a VR envi-
ronment and a non-VR environment. They showed
that subjects walked in the VR environment with in-
creased magnitudes and rates of weight acceptance
force and with increased rates of push-off force. The
gait deviations reflect a compensatory response to vi-
sual stimulation that occurs in the VR environment,
suggesting that walking in a VR environment may in-
duce gait instability in healthy subjects. Previoulsy,
in (Mohler et al., 2007), the authors showed that gait
parameters within a head-mounted display (HMD)
VE are different than those in the real world. A
person wearing a HMD and backpack walks slower,
and takes a shorter stride length than they do in a
comparable real world condition. Though comparing
walking in VE with respect to walking in real condi-
tions, all these previous works did not consider nat-
ural walking, but they addressed the problem by us-
ing treadmills. This is probably due to technologi-
cal constraints, since the possibility of implementing
low cost natural walking (yet in a limited space) is a
quite recent achievement. A recent paper (Janeh et al.,
2017a) consider real walking in immersive VE with
an HTC Vive HMD, by comparing the behaviour of
adults and younger people. The authors showed that
older adults walked very similarly in the real and VE
in the pace and phasic domains, which differs from
the results found in younger adults. In contrast, the
results indicated a different base of support for both
groups while walking within a VE and the real world.
They also considered non-isometric mappings, and
they found in both younger and older adults an in-
creased divergence of gait parameters in all domains
correlating with the up- or down-scaled velocity of vi-
sual self-motion feedback.
In this paper, we decided to implement and an-
alyze walking by using first-person perspective (i.e.
direct mapping between the head position of the user
and the virtual camera inside the VE). In particular,
we considered a commercial low-cost solution that we
used both for the VR setup (i.e. for the tracking of
the users’ movements, and thus for the implementa-
tion of real walking) and also for the gait analyzes.
The main goal is to achieve natural walking in a sim-
ple setup, affordable by everyone, with the long term
aim of using it in rehabilitation and clinical setups. A
precise biomechanical analysis of the locomotion in
our setup is out of the scope of this paper, and it will
be considered in a future work. Indeed, the rationale
underlying our contribution is the validation of a low-
cost setup, based on the HTC-Vive device, designed
for a future clinical use. As an example, individuals
with neurodegenerative diseases such as Parkinsons
disease, Multiple Sclerosis, dementia syndromes due
to the deficits of motor and cognitive functions, typ-
ically present gait dysfunctions. Virtual Reality rep-
resents an attractive option to investigate, in a con-
trolled way, the locomotor difficulties by replicating
the real-life situations when dramatic and potentially
dangerous gait problems occur (e.g., walking through
a crowded space, crossing the street at the green light
or entering an elevator before the door closes). In
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