Using a VR Field Study to Assess the Eects of Visual and Haptic
Cues in "In-the-Wild" Locomotion
Ana de Oliveira
ana.lipa.oliveira@tecnico.ulisboa.pt
Instituto Superior Técnico, University
of Lisbon
Lisbon, Portugal
Mohamed Khamis
mohamed.khamis@glasgow.ac.uk
School of Computing Science,
University of Glasgow
Glasgow, UK
Augusto Esteves
augusto.esteves@tecnico.ulisboa.pt
ITI / LARSyS, Instituto Superior
Técnico, University of Lisbon
Lisbon, Portugal
Figure 1: Two screenshots from our VR scene. On the left we have highlighted the several distractors put in place to assess
participants awareness of them across the cue conditions: (a) a passing car; (b) a pedestrian; and (c) a crossing light. On the
right we present a closer look to stimulus in the visual cue condition.
ABSTRACT
This work aims to assess the eect of visual and haptic cues in
users with gait impairments; not only in performance, but also
in terms of usability, perceived cognitive load, and safety. These
haptic cues were delivered via wrist-worn devices, with the goal
of supporting these users while out in-the-wild – three types of
haptic cues were tested. To further assess the impact of haptic and
visual cues outside of a laboratory environment, we used a Virtual
Reality Field Study to safely assess the impact of these cues in
users’ awareness of their surroundings (measured via gaze hits and
dwell). Despite conducting a preliminary study with participants
not suering from gait impairments (N=6), our results seem to
indicate a positive eect of the haptic cues in regards to participant
cadence, step length, and general awareness of their surroundings
when compared to the visual cue. One of the simpler haptic cues
was also the preferred stimulus by all participants.
CCS CONCEPTS
• Applied computing Health informatics; • Human-centered
computing Empirical studies in accessibility; Ubiquitous and
mobile computing systems and tools.
Copyright © 2020 for this paper by its authors. Use permied under Creative
Commons License Aribution 4.0 International (CC BY 4.0).
Cross-Reality (XR) Interaction, ACM ISS 2020, November 8 2020, Lisbon, Portugal
KEYWORDS
Parkinson’s Disease, Gait, Visual cues, Haptic Cues, Virtual-reality,
Virtual Field Study, Usability, Attention, Eye-tracking
Reference Format:
Ana de Oliveira, Mohamed Khamis, and Augusto Esteves. 2020. Using a VR
Field Study to Assess the Ef ects of Visual and Haptic Cues in "In-the-Wild"
Locomotion. In Cross-Reality (XR) Interaction, ACM ISS 2020 (International
Workshop on XR Interaction 2020).
1 CROSS-REALITY INTERACTION
We agree with Speicher et al.’s expectation that the distinctions
between AR and VR will fade away in time [24]. In that sense,
we see Cross-Reality Interaction not so much as a system-centred
series of in-app transitions across the Reality-Virtuality continuum
[12], but as user- or experience-centred transitions. That is, how
can we build mixed-reality systems that enable users to seamlessly
transition their attention between digital content and the physical
world? How can they transition from ready-at-hand and present-
at-hand operations when interacting with mixed-reality tools [ 4]?
How can users ooad cognitive processes to a blend of digital
and physical spaces? In that regard, the work we present in this
paper focuses on a small subset of those transitions: how can we
model and study real world behavior via a VR experience? How
can we transition abstractions, data, observations, and ultimately
knowledge across these realities? We use this premise to study the
eect of various cues in users’ gait, relying on VR to safely simulate
a variety of competing stimulus that can aect users’ performance
with these during in-the-wild locomotion.