Seated Footstep Sensing for Space-Free Virtual Reality Locomotion

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Solution Overview

Problem

Conventional virtual reality technologies limit user interaction and immersion due to the challenge of walking in a virtual environment, which requires significant space and causes fatigue from marching in place.

Innovation Solution

A system for navigating a virtual environment using seated walking-in-place footstep locomotion, employing multiple sensing devices and controllers to translate footstep motions into virtual locomotion modes such as forward walking, turning, and side stepping, allowing users to navigate virtually while seated.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If users walk in the virtual environment using conventional methods, then users can navigate freely in the virtual environment, but users require sufficient space and experience fatigue from marching in place

Engineering Contradiction:
Improvevirtual environment navigation capabilityVSAvoiduser comfort and fatigue
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent inverts the conventional walking approach by allowing users to remain seated in the physical environment while generating virtual locomotion through footstep motions. Instead of requiring physical standing and marching, the system detects footstep patterns from seated users and translates them into virtual walking, running, or other locomotion modes, thereby eliminating physical fatigue while maintaining virtual navigation capability

Inventive Principle:
Principle #13The other way round (Inversion)

Solution Approach 2:

The patent introduces sensing devices as intermediaries that detect footstep motions and translate them into virtual locomotion commands. These sensing devices act as a mediator between the user's physical footstep actions and the virtual environment navigation, enabling seamless translation of simple seated foot movements into complex virtual walking patterns without requiring direct physical exertion

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If users stand and march in place to navigate the virtual environment, then users can move freely in the virtual space, but users experience fatigue from long-term marching

Engineering Contradiction:
Improvevirtual locomotion freedomVSAvoidduration of virtual experience
Core Design Contradiction:
Adaptability or versatilityVSDuration of action of moving object

Solution Approach 1:

The patent inverts the conventional approach by keeping the user's body stationary in a seated position while generating virtual locomotion through footstep motions only. This inversion allows users to experience extended virtual navigation without the physical exhaustion that limits conventional marching-in-place methods, thereby extending the duration of virtual reality experiences

Inventive Principle:
Principle #13The other way round (Inversion)

3Adaptability or versatility

If users convert real-environment walking into virtual-environment walking, then users can navigate the virtual environment naturally, but users require sufficient physical space

Engineering Contradiction:
Improvevirtual navigation capabilityVSAvoidphysical space requirement
Core Design Contradiction:
Adaptability or versatilityVSArea of stationary object

Solution Approach 1:

The patent inverts the spatial requirement by allowing virtual navigation without physical displacement. Users remain seated in a fixed physical location while the system translates footstep motions into virtual locomotion, effectively eliminating the need for sufficient physical walking space while maintaining natural navigation capabilities in the virtual environment

Inventive Principle:
Principle #13The other way round (Inversion)

Solution Approach 2:

The patent creates a virtual copy of the walking experience by detecting footstep motions and translating them into virtual locomotion patterns. Instead of requiring actual physical walking, the system captures and replicates the essential characteristics of walking through sensed footstep data, enabling virtual navigation without physical space requirements

Inventive Principle:
Principle #26Copying

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

Enables comfortable and immersive virtual navigation without the need for large spaces, supporting long-term experiences and adaptability to various environments, enhancing user interaction and reducing fatigue.

Implementation Method 1

a sensor arranged in a location where the main body senses the footstep locomotion of the foot in a seating posture and configured to sense the footstep locomotion to generate a stepping signal

Methodology Applied
Scientific EffectPressure sensing:

Data Source

PatentUS12353615B2System for navigating a virtual environment using seated walking-in-place footstep locomotion
Publication Date: 2025.07.08 NAT YANG MING CHIAO TUNG UNIV
  • US12353615B2 patent drawing
  • US12353615B2 patent drawing
  • US12353615B2 patent drawing

AI summary

A system for navigating a virtual environment using seated walking-in-place footstep locomotion includes a virtual reality device, a first sensing device, and a second sensing device. The first sensing device senses the first footstep locomotion of one of feet of a user seated in a physical environment to generate and transmit a first stepping signal to the virtual reality device. The second sensing device senses the second footstep locomotion of another of the feet of the user seated in the physical environment to generate and transmit a second stepping signal to the virtual reality device. The virtual reality device navigates the virtual environment in a virtual locomotion mode based on a combination of the first stepping signal and the second stepping signal.