{"id":{"repo_id":"baylor","oai_identifier":"oai:baylor-ir.tdl.org:2104/11203"},"canonical_url":"https://search.dev.ndltd.org/etd/baylor/oai:baylor-ir.tdl.org:2104/11203","repository":{"repo_id":"baylor","name":"Baylor University","base_url":"https://baylor-ir.tdl.org/server/oai/request"},"display":{"title":"Investigating the impact of interacting with real world objects in virtual environments.","abstract":"Virtual reality (VR) systems allow users to be fully immersed in a virtual world. Incorporating physical objects such as stairs in to virtual reality could provide better immersion and create new uses for these systems. This study investigated what impact interacting with a physical object in the virtual environment has on human motion. A small change in motion in the virtual environment was seen, with average increases in knee flexion of 5.2° and 6.3° in the virtual room and forest environments, respectively and a decrease in percent of foot on step (PFOS) of 4.2% and 6.2%. There was a marked difference in the PFOS while subjects had a full body model instead of a feet only model, with 6.6% less with the full body model in the forest and 5.0% in the room. Overall, incorporating physical objects in VR shows promise as a tool for clinical and training purposes.","abstract_html":"Virtual reality (VR) systems allow users to be fully immersed in a virtual world. Incorporating physical objects such as stairs in to virtual reality could provide better immersion and create new uses for these systems. This study investigated what impact interacting with a physical object in the virtual environment has on human motion. A small change in motion in the virtual environment was seen, with average increases in knee flexion of 5.2° and 6.3° in the virtual room and forest environments, respectively and a decrease in percent of foot on step (PFOS) of 4.2% and 6.2%. There was a marked difference in the PFOS while subjects had a full body model instead of a feet only model, with 6.6% less with the full body model in the forest and 5.0% in the room. Overall, incorporating physical objects in VR shows promise as a tool for clinical and training purposes.","abstract_has_math":false,"creators":["Nelson, Bradley T., 1996-"],"institution":"Baylor University.","degree_name":"M.S.B.M.E.","degree_level":"Masters","degree_discipline":null,"degree_department":null,"school":null,"contributors":[],"advisors":["Rylander, Jonathan."],"committee_chairs":[],"committee_members":[],"year":2020,"date_issued":"2020-12","date_published":"2020-12","updated_at":"2026-07-24T01:08:21Z","subjects":["Virtual reality (VR)","Stair climbing.","Human motion."],"languages":["en"],"rights":["Baylor University works are protected by copyright. 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A small change in motion in the virtual environment was seen, with average increases in knee flexion of 5.2° and 6.3° in the virtual room and forest environments, respectively and a decrease in percent of foot on step (PFOS) of 4.2% and 6.2%. There was a marked difference in the PFOS while subjects had a full body model instead of a feet only model, with 6.6% less with the full body model in the forest and 5.0% in the room. Overall, incorporating physical objects in VR shows promise as a tool for clinical and training purposes."],"dc:format.mimetype":["application/pdf"],"dc:identifier.uri":["https://hdl.handle.net/2104/11203"],"dc:language.iso":["en"],"dc:rights":["Baylor University works are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. 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