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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>November</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Using a VR Field Study to Assess the E ects of Visual and Haptic Cues in "In-the-Wild" Locomotion</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ana de Oliveira</string-name>
          <email>ana. lipa.oliveira@tecnico.ulisboa.pt</email>
          <email>lipa.oliveira@tecnico.ulisboa.pt</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mohamed Khamis</string-name>
          <email>mohamed.khamis@glasgow.ac.uk</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Augusto Esteves</string-name>
          <email>augusto.esteves@tecnico.ulisboa.pt</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Parkinson's Disease, Gait, Visual cues, Haptic Cues, Virtual-reality,</string-name>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Reference Format:</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>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"</institution>
          ,
          <addr-line>Locomotion. In Cross-Reality (XR) Interaction, ACM ISS 2020 (International, Workshop on XR Interaction 2020).</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>ITI / LARSyS, Instituto Superior, Técnico, University of Lisbon</institution>
          ,
          <addr-line>Lisbon</addr-line>
          ,
          <country country="PT">Portugal</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Instituto Superior Técnico, University, of Lisbon</institution>
          ,
          <addr-line>Lisbon</addr-line>
          ,
          <country country="PT">Portugal</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>School of Computing Science, University of Glasgow</institution>
          ,
          <addr-line>Glasgow</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Virtual Field Study</institution>
          ,
          <addr-line>Usability, Attention, Eye-tracking</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <volume>8</volume>
      <issue>2020</issue>
      <abstract>
        <p>This work aims to assess the e ect 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 su ering from gait impairments (N=6), our results seem to indicate a positive e ect 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.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Applied computing Health informatics; • Human-centered
computing Empirical studies in accessibility; Ubiquitous and
mobile computing systems and tools.</p>
      <p>Copyright © 2020 for this paper by its authors. Use permi ed under Creative
Commons License A ribution 4.0 International (CC BY 4.0).</p>
      <p>Cross-Reality (XR) Interaction, ACM ISS 2020, November 8 2020, Lisbon, Portugal
1</p>
    </sec>
    <sec id="sec-2">
      <title>CROSS-REALITY INTERACTION</title>
      <p>
        We agree with Speicher et al.’s expectation that the distinctions
between AR and VR will fade away in time [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. 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
[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], 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
presentat-hand operations when interacting with mixed-reality tools [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]?
How can users o oad 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
e ect of various cues in users’ gait, relying on VR to safely simulate
a variety of competing stimulus that can a ect users’ performance
with these during in-the-wild locomotion.
2
      </p>
      <sec id="sec-2-1">
        <title>INTRODUCTION AND RELATED WORK</title>
        <p>
          Gait disorders, which greatly contribute to a decrease in quality
of life and increased mortality, are common and often devastating
companions of the ageing process [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. These disorders increase
from around 10% between the ages of 60 and 69 years, to more than
60% in those over 80 years of age [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. Age is not the only source of
these impairments, as strokes, Parkinson’s disease, myelopathy, or
sensory ataxia are some of the most known and studied neurological
conditions with repercussions in patients’ gait [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ].
        </p>
        <p>
          Our work was primary motivated by Parkinson’s disease, the
second most common neurodegenerative disorder that a ects over
10 million people all over the world [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]. As the disease progresses
many are the e ects in patients’ ability to walk: their gait pattern
becomes usually characterized by a shortened gait stride, their
walking speed is reduced, their gait variance is increased, and they
can be a ected by what is known as festinating gait [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. As there
is no cure or treatment that completely addresses the e ect of
Parkinson’s disease on gait, these symptoms can be minimized with
lifestyle changes and physiotherapy. Another approach is what is
known as cueing.
        </p>
        <p>
          Cueing consists of sensory spatial and temporal stimulus that
have been shown to minimize the e ect of Parkinson’s disease in
users’ gait [
          <xref ref-type="bibr" rid="ref1 ref17 ref25 ref27 ref8">1, 8, 17, 25, 27</xref>
          ]. Visual and auditory stimuli are the most
used and studied types of cues to this e ect. And although many
studies have demonstrated that these two types of cues are quite
e ective in normalizing patient’s gait parameters – respectively,
spatial (step length and stride length) [
          <xref ref-type="bibr" rid="ref1 ref14 ref25 ref30 ref6">1, 6, 14, 25, 30</xref>
          ] and temporal
parameters (velocity and cadence) [
          <xref ref-type="bibr" rid="ref11 ref27 ref5 ref8 ref9">5, 8, 9, 11, 27</xref>
          ] – very few studies
exist that demonstrate the e ect and usability of these systems
outside of a controlled environment (i.e., a research laboratory).
That is, very few studies explore these cues while the users are
out in-the-wild, where they need to engage in simple tasks such
as walking through a crosswalk – a task that requires undivided
attention and concentration [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ]. In fact, recent studies show that
texting, talking on a smartphone, sur ng the web, or playing games
negatively a ects the safety of pedestrians while crossing the road
[
          <xref ref-type="bibr" rid="ref15 ref16 ref26">15, 16, 26</xref>
          ]. These distractions have been proven to be even more
problematic and di cult for Parkinson’s patients [
          <xref ref-type="bibr" rid="ref13 ref22">13, 22</xref>
          ].
        </p>
        <p>
          In this paper we propose to focus particularly on haptic cues.
These types of cues have been demonstrated to be less cognitively
taxing than visual stimuli in navigation tasks, and can be provided
to users in the less distracting and more private form factor of
a wrist-worn device such as a smartwatch or tness tracker;
ultimately leading to a system that is more feasible for continued
use out in-the-wild. Haptic cues have been explored brie y in the
past, demonstrating improvements in users’ posture [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ], balance
[
          <xref ref-type="bibr" rid="ref19">19</xref>
          ], and gait [
          <xref ref-type="bibr" rid="ref17 ref21 ref28">17, 21, 28</xref>
          ]. We propose to expand this work in the
following ways. First, we propose the study of three distinct haptic
cues against a visual baseline. These were designed to explore both
temporal and spatial properties of these cues – the latter using
two wrist-worn devices mapped to left and right steps. Second,
we will conduct our study in a simulated street environment in
virtual-reality (VR), enabling us to measure participants’
engagement with various points-of-interest in the scene via gaze data (hits
and dwell). In sum, the goal of our work is to assess the e ect of
visual and haptic cues not only in participants’ gait performance,
but the usability, perceived cognitive load, and safety of these types
of systems.
3
3.1
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>USER STUDY</title>
      </sec>
      <sec id="sec-2-3">
        <title>Participants</title>
        <p>Mostly due to COVID-19 constraints, our preliminary study relies
on six patients without any gait impairments. Except for one, these
were aged between 18 and 25 years of age (M = 27.0; SD = 11.52);
and the majority were students (66.6%). Using a 5-point Likert
scale, participants reported being somewhat comfortable with VR
technologies (M = 2.00; SD = 1.10). All participants had experience
with smartwatches prior to this study.
3.2</p>
      </sec>
      <sec id="sec-2-4">
        <title>Experimental Setup</title>
        <p>This study was performed in a hallway 1m wide and 6.5m long. We
relied on VR to simulate a street environment where participant
walked in a straight line along a 5m long sidewalk. Several events
were included (described as distractors) such as a passing car, a
pedestrian that would start walking, and crossing light that would
change from red to green (see Figure 1 – left). These events took
place after participants walked 1.5, 2.5, and 3.5m, respectively. This
was developed using the Unity Game Engine, and deployed on an
HCT Vive Pro Eye head-mounted display (combined resolution of
2880×1600 px, 615 PPI, 90Hz, 110° FoV) and eye-tracker (120Hz,
0.5° 1.1° accuracy). Finally, the haptic cues were played on two
Huawei Watch 2 and controlled through an Android application
where the researcher started and stopped the cues and the VR
simulation. The communication between these devices was done via the
Open Sound Control (OSC) protocol, and the study complied with
the ethics guidelines and COVID-19 regulations in our institution.
3.3</p>
      </sec>
      <sec id="sec-2-5">
        <title>Experimental Design</title>
        <p>Our study followed a within participants design counterbalanced
using a Latin square. It included four cue conditions:</p>
        <p>
          Visual. This followed a classic approach [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ] where bright
transverse bars 45cm wide were displayed on the oor covering the entire
scene (see Figure 1 – right). The distance between bars varied
between participants to match 150% of their baseline step length [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ].
        </p>
        <sec id="sec-2-5-1">
          <title>Haptic (one pattern, one watch [1P1W]). Another classic</title>
          <p>
            cue that uses a simple vibration pattern at speci c intervals [
            <xref ref-type="bibr" rid="ref29">29</xref>
            ].
This was played on the participant’s wrist, and provided them
with a rhythmic stimulus. The temporal property of this stimulus
varied between participants in order to match the cadence measured
during the baseline trial with no stimulus (we follow this rationale
for the remaning two haptic cues).
          </p>
        </sec>
        <sec id="sec-2-5-2">
          <title>Haptic (one pattern, two watches [1P2W]). This designed</title>
          <p>this cue to explore the idea of playing the haptic pattern above
alternatively over two smartwatches, placed on participants’ left
and right wrists. This would provide participants with a rhythm
with temporal and spatial properties (left and right).</p>
        </sec>
        <sec id="sec-2-5-3">
          <title>Haptic (two patterns, one watch [2P1W]). Two distinct vi</title>
          <p>bration patterns were played in sequence on a single smartwatch,
attempting to explore the temporal and spatial properties of [1P2W]
using a single device.
In order to understand the e ects of the cues and distractors on
participants’ gait and experience, we measured:</p>
          <p>Performance. This included participants’ cadence (steps per
min.), step length, and velocity (meters per second). This was
calculated by visually counting the number of steps in a trial, and by
automatically recording how long it took participants to reach the
end of the trial ( ve meters).</p>
          <p>
            Usability. Participants completed the System Usability Scale
(SUS) [
            <xref ref-type="bibr" rid="ref3">3</xref>
            ] for each cue, and a preference questionnaire at the end
of the study. In the latter they were asked to comment on they
favourite and least favourite cues.
          </p>
          <p>Gaze. In order to assess participants’ awareness of the three
distractors included in the scene, we measured the number of gaze
hits and dwell time on these across cue conditions.
3.5</p>
        </sec>
      </sec>
      <sec id="sec-2-6">
        <title>Procedure</title>
        <p>The study was conducted in a empty and quiet hallway.
Participants were asked to properly disinfect their hands with an 70%
alcohol solution, and to clean their face and wrists with disinfecting
wipes. This was followed by collecting participants’ demographic
information in addiction to to previous experience with VR and
smartwatches.</p>
        <p>Afterwards, we asked participants to put on both smartwatches,
one on each wrist, and to adjust them so they were tight and
comfortable. This was followed by the setup and calibration of the VR
headset and eye-tracker. The study started by a trial with no
stimuli, where baseline measures of participants’ gait parameters were
captured (i.e., cadence, step length, and velocity) and feed into the
system for personalized stimuli. Participants were asked to walk
in a straight line towards the crossing light at the end of the scene
(5m), and that the trial would stop when they were close to reaching
it. Finally, at the end of each condition participants completed the
SUS and took a small break.</p>
        <p>At the end of the study participants completed the preference
questionnaire. The researcher completed the session by following
thoroughly cleaning the headset and watches with disinfecting
wipes with at least 70% alcohol.
4</p>
      </sec>
      <sec id="sec-2-7">
        <title>RESULTS</title>
        <p>Below we present our preliminary results from six participants.
We emphasize that our goal is to improve users’ gait, i.e., have
them produce less but longer steps (as opposed to, e.g., the small
shu ing steps seen with Parkinsonian gait). Despite not having
any gait impairments, our participants’ seem to have been able to
improve their cadence and step length in the majority of the haptic
conditions (see Figure 2 – left and center), while completing the
trial in the approximately same amount of time as with no stimuli
(see Figure 2 – right).
4.2</p>
      </sec>
      <sec id="sec-2-8">
        <title>Usability</title>
        <p>The SUS results for each of the conditions is seen in Table 1. This
highlights a preference for the haptic cues relying on a simple
vibration pattern played over one or two smartwatches (well above the
average SUS score of 68). These results are further corroborated by
the preference rankings. All participants’ agreed their favourite cue
was the Haptic [1P1W], mostly due to its simple nature requiring
very little attention; and all agreed the visual cue to be their least
favourite as it required them to continuously look at the oor, often
loosing track of their surroundings.
4.3</p>
      </sec>
      <sec id="sec-2-9">
        <title>Gaze</title>
        <p>The gaze results can be seen in Figure 3. These seem to suggest
participants were quite aware of their surroundings in both the
baseline (no stimuli) and haptic conditions. As expected, the visual
condition wielded a potentially lower number of gaze hits and
dwell times across distractors – some of these are zero or close to
zero, indicating some participants were not aware of some of these
distractors at all. While further studies are required, this highlights
how impractical and potentially dangerous is this well-studied cue
outside of a controlled laboratory environment.</p>
      </sec>
      <sec id="sec-2-10">
        <title>5 LIMITATIONS AND FUTURE WORK</title>
        <p>Our immediate future work includes expanding the number of
participants in our study, and following-up with participants with some
form of gait impairment (particularly participants with Parkinson’s
12
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disease) – the ultimate stakeholders of such a system. We will
consider running these studies in a wider space, as we suspect our
narrow hallway might have a ected participants’ gait at points (for
fear of hitting a wall). Ultimately, we aim to develop a smartwatch
application for in-the-wild haptic cues that not only aims to
normalize users’ gait but is comfortable and safe to use outside of a
laboratory. We also suggest a replication of our study via a standard
eld study in order to compare ndings. This would enable us to
further validate virtual eld studies as a novel research paradigm,
particularly in the context of locomotion and mobility tasks.
6</p>
      </sec>
      <sec id="sec-2-11">
        <title>CONCLUSION</title>
        <p>This paper presented a work-in-progress where we explored
popular and new stimuli to normalize users’ gait in the context of a
VR Field Study. The latter was employed so that we could explore
the impact of these cues while walking in a simulated sidewalk;
allowing us to start to assess not only the impact of these cues in the
overall user experience, but their safety outside of a controlled lab.
environment (measured via gaze and awareness of several events).
We aim to expand this work via a wearable application that can
help address gait disorders in a comfortable, usable, and safe way.</p>
      </sec>
    </sec>
  </body>
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