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1

Millet, G. P., and R. Candau. "Facteurs mécaniques du coût énergétique dans trois locomotions humaines." Science & Sports 17, no. 4 (2002): 166–76. http://dx.doi.org/10.1016/s0765-1597(02)00139-9.

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2

Winn, Caroline B., Seo-Kyoung Hwang, Jeffrey Morin, et al. "Automated monitoring of respiratory rate as a novel humane endpoint: A refinement in mouse metastatic lung cancer models." PLOS ONE 16, no. 9 (2021): e0257694. http://dx.doi.org/10.1371/journal.pone.0257694.

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In oncology research, while xenograft tumor models are easily visualized and humane endpoints can be clearly defined, metastatic tumor models are often based on more subjective clinical observations as endpoints. This study aimed at identifying objective non-invasive criteria for predicting imminent distress and mortality in metastatic lung tumor-bearing mice. BALB/c and C57BL/6 mice were inoculated with CT26 or B16F10 cells, respectively. The mice were housed in Vium smart cages to continuously monitor and stream respiratory rate and locomotion for up to 28 days until scheduled euthanasia or humane endpoint criteria were met. Body weight and body temperature were measured during the study. On days 11, 14, 17 and 28, lungs of subsets of animals were microCT imaged in vivo to assess lung metastasis progression and then euthanized for lung microscopic evaluations. Beginning at day 21, most tumor-bearing animals developed increased respiratory rates followed by decreased locomotion 1–2 days later, compared with the baseline values. Increases in respiratory rate did not correlate to surface tumor nodule counts or lung weight. Body weight measurement did not show significant changes from days 14–28 in either tumor-bearing or control animals. We propose that increases in respiratory rate (1.3–1.5 X) can be used to provide an objective benchmark to signal the need for increased clinical observations or euthanasia. Adoption of this novel humane endpoint criterion would allow investigators time to collect tissue samples prior to spontaneous morbidity or death and significantly reduce the distress of mice in the terminal stages of these metastatic lung tumor models.
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3

Niemitz, Carsten. "Kinematics and ontogeny of locomotion in monkeys and human babies." Zeitschrift für Morphologie und Anthropologie 83, no. 2-3 (2002): 383–400. http://dx.doi.org/10.1127/zma/83/2002/383.

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4

Senut, Brigitte. "From apes to humans: locomotion as a key feature for phylogeny." Zeitschrift für Morphologie und Anthropologie 83, no. 2-3 (2002): 351–60. http://dx.doi.org/10.1127/zma/83/2002/351.

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5

Bouanani, A., and J. P. Lallemand. "Geometric and dynamic modeling of a humain locomotion's model." Journal of Biomechanics 27, no. 6 (1994): 774. http://dx.doi.org/10.1016/0021-9290(94)91262-9.

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6

Champonnois, Sylvain. "Les Wright et l’armée française : les débuts de l’aviation militaire (1900-1909)." Revue Historique des Armées 255, no. 2 (2009): 108–21. http://dx.doi.org/10.3917/rha.255.0108.

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L’invention de l’aéroplane est une solution au problème du vol humain. Ce moyen de locomotion, étant « plus lourd que l’air », peut s’y diriger contrairement au ballon qui dépend des courants aériens. L’ère des pionniers de l’aviation débute à l’extrême fin du XIX e siècle pour s’achever en 1909. Elle a pour théâtre la France et les États-Unis. Ce sont en effet deux frères américains, Wilbur (1867-1912) et Orville (1871-1948) Wright, qui parviennent les premiers à exécuter de véritables vols en 1903. Cette aviation naissante va susciter l’intérêt des militaires français qui possèdent une expérience dans le domaine du « plus léger que l’air » depuis plus d’un siècle.
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Boletsis, Costas, and Jarl Erik Cedergren. "VR Locomotion in the New Era of Virtual Reality: An Empirical Comparison of Prevalent Techniques." Advances in Human-Computer Interaction 2019 (April 1, 2019): 1–15. http://dx.doi.org/10.1155/2019/7420781.

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The latest technical and interaction advancements within the virtual reality (VR) field have marked a new era, not only for VR, but also for VR locomotion. In this era, well-established, prevalent VR locomotion techniques are mostly used as points of comparison for benchmarking of new VR locomotion designs. At the same time, there is the need for more exploratory, comparative studies of contemporary VR locomotion techniques, so that their distinguished interaction aspects can be documented and guide the design process of new techniques. This article presents a comparative, empirical evaluation study of contemporary and prevalent VR locomotion techniques, examining the user experience (UX) they offer. First, the prevalent VR locomotion techniques are identified based on literature, i.e., walking-in-place, controller/joystick, and teleportation. Twenty-six adults are enrolled in the study and perform a game-like task using the techniques. The study follows a mixed methods approach, utilising the System Usability Scale survey, the Game Experience Questionnaire, and a semistructured interview to assess user experiences. Results indicate that the walking-in-place technique offers the highest immersion but also presents high levels of psychophysical discomfort. Controller/joystick VR locomotion is perceived as easy-to-use due to the users’ familiarity with controllers, whereas teleportation is considered to be effective due to its fast navigation, although its visual ‘jumps’ do break the users’ sense of immersion. Based on the interviews, the users focused on the following interaction dimensions to describe their VR locomotion experiences: (i) immersion and flow, (ii) ease-of-use and mastering, (iii) competence and sense of effectiveness, and (iv) psychophysical discomfort. The study implications for VR locomotion are discussed, along with the study limitations and the future direction for research.
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8

Ko, Hyeongseok, and James Cremer. "VRLOCO: Real-Time Human Locomotion from Positional Input Streams." Presence: Teleoperators and Virtual Environments 5, no. 4 (1996): 367–80. http://dx.doi.org/10.1162/pres.1996.5.4.367.

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Virtual reality applications, especially in entertainment and training, require environments populated with multiple interacting humans. Whether the virtual humans are controlled by real people or by computer programs, a large portion of their activity will involve locomotion. This paper presents VRLOCO, a “locomotion engine” designed to meet the locomotion requirements of virtual environments. First, VRLOCO is broadly capable; it includes five locomotion primitives—walking, running, lateral stepping, turning around, and backward stepping—and can blend smoothly between primitives during transitions. Second, locomotion control in VRLOCO is simple; controllers drive the locomotion by supplying streams of intuitive positional inputs—desired body center position and facing direction—over time. Finally, VRLOCO is responsive and efficient; it generates locomotion on-line, processing user- or program-generated control inputs and producing new frames at rates greater than 30 Hz. Technically, VRLOCO combines a method for generalizing prototypical locomotion data with algorithms for determining locomotion mode and blending between different modes. The effectiveness of the approach has been tested using several locomotion controllers—programs representing autonomous agents, interactive graphic user interfaces, and a VR input device consisting of a stationary bicycle equipped with optical encoders and a microcontroller.
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9

Marsh, William E., Jonathan W. Kelly, Veronica J. Dark, and James H. Oliver. "Cognitive Demands of Semi-Natural Virtual Locomotion." Presence: Teleoperators and Virtual Environments 22, no. 3 (2013): 216–34. http://dx.doi.org/10.1162/pres_a_00152.

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There is currently no fully natural, general-purpose locomotion interface. Instead, interfaces such as gamepads or treadmills are required to explore large virtual environments (VEs). Furthermore, sensory feedback that would normally be used in real-world movement is often restricted in VR due to constraints such as reduced field of view (FOV). Accommodating these limitations with locomotion interfaces afforded by most virtual reality (VR) systems may induce cognitive demands on the user that are unrelated to the primary task to be performed in the VE. Users of VR systems often have many competing task demands, and additional cognitive demands during locomotion must compete for finite resources. Two studies were previously reported investigating the working memory demands imposed by semi-natural locomotion interfaces (Study 1) and reduced sensory feedback (Study 2). This paper expands on the previously reported results and adds discussion linking the two studies. The results indicated that locomotion with a less natural interface increases spatial working memory demands, and that locomotion with a lower FOV increases general attentional demands. These findings are discussed in terms of their practical implications for selection of locomotion interfaces when designing VEs.
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10

Rakotomalala, Jean Elvis, Rebecca J. Lewis, Edward E. Louis, and Hajanirina F. Rakotomanana. "Variation de la masse et des caractères morphologiques des lémuriens nocturnes dans les forêts primaires et dégradées de Menabe Sud, Belo sur Mer, Madagascar." Madagascar Conservation & Development 18, no. 1 (2024): 22–30. http://dx.doi.org/10.4314/mcd.v18i1.3.

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La perte d’habitat due à l’activité humaine est une menace qui affecte tous les primates à Madagascar. Les lémuriens, primates arboricoles, ont des réponses variées face au changement de leur habitat. La présente recherche vise à déterminer le lien entre la dégradation forestière, la masse et les caractères morphologiques des lémuriens nocturnes de Menabe Sud : Lepilemur ruficaudatus et Microcebus murinus. L’étude a été effectuée dans cinq sites dont deux sites sont des forêts primaires et trois autres sont des forêts perturbées. La capture et la mesure des caractères morphologiques des lémuriens ont été réalisées entre novembre et décembre 2014, puis entre juillet et septembre 2015. Des parcelles botaniques (5m x 5m) ont été utilisées pour décrire les caractéristiques des sites dont l’abondance des arbres, le diamètre à hauteur de poitrine ou la hauteur et le diamètre de la couronne. La masse de M. murinus n’était pas influencée par la saison de capture (P > 0,05), mais elle variait avec le sexe (P < 0,005) et le site (P < 0,001). Tous les caractères morphologiques de M. murinus dans les deux forêts primaires étaient similaires (P > 0,05). Par contre, dans les forêts perturbées, les femelles de M. murinus étaient plus lourdes et avaient des corps plus longs que les mâles (P < 0,05). La masse et la longueur du corps de L. ruficaudatus entre les différents sites étaient similaires (P > 0,05). Comparé à L. ruficaudatus, M. murinus répondrait advantage à la dégradation forestière. Comprendre l’étendue de la réponse morphologique des lémuriens face à la dégradation de leur habitat pourrait être utilisé comme outil pour prioriser leur conservation.
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 Forest structure effects primate morphology because it determines the availability and characteristics of resources, such as substrates for locomotion, sleeping trees, and trees food. However, forest degradation may alter environmental condition of habitats and influence lemur behavior and morphology. We evaluated the links between forest degradation, lemur body mass, and lemur morphometric. We surveyed red-tailed sportive lemurs (Lepilemur ruficaudatus) and gray mouse lemurs (Microcebus murinus) in the dry, deciduous forest of southern Menabe, Morondava, Madagascar. The study was conducted in the dry season in 2014 (November–December) and 2015 (July– September). Lemur captures were conducted in five forest sites: two primary forest and three disturbed forest. Sherman and Tomahawk style traps were used to capture mouse lemurs. We conducted three capture sessions in site B in 2014 and three capture sessions for each site in 2015, for a total of 5616 night traps. During each capture session, 80 Sherman traps and 24 Tomahawk traps were installed for three consecutive nights. To capture the red-tailed sportive lemur, we used a gun (Dan Inject Model JM air rifle) with a tranquillizer dart to immobilize the animal. We collected morphometric measurements from 232 mouse lemurs and 31 red-tailed sportive lemurs. Botanic plots (5m x 5m) allowed us to characterize the forest characteristics: tree diameter at breast height (DBH), tree height, tree abundance, tree crown height and diameter. Tree abundance with DBH ≥ 5 cm and trees diversity varied significantly between sites (P < 0.001). Mouse lemur body mass did not vary with seasonality of the capture (P > 0.05). For mouse lemurs, all morphometric from two populations in the pristine forest were similar (P > 0.05). Mouse lemurs in one disturbed habitat had greater body length and body mass than mouse lemurs in the pristine forest (P < 0.05). The difference may be linked with fruit abundance of two trees species (Tamarindus indica and Ziziphus mauritiana) and more insect availability in the disturbed site. In the altered habitat, mouse lemur females had longest body size and heavier than males (P < 0.05). Red-tailed sportive lemur body mass and length did not change between sites (P > 0.05). Our study is consistent with the hypothesis that lemur morphometric and body mass may change with forest degradation in southern forest of Menabe. Additionally, the range of the response varies between species and sex: mouse lemurs had a wider reaction norm to the habitat disturbance than did red-tailed sportive lemurs. Mouse lemurs may have higher ecological flexibility and tolerance for forest changes, specifically the alteration of forest habitats. Understanding how lemur morphology responds to habitat disturbance may be used as a tool to prioritize lemur conservation.
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11

Boletsis, Costas, and Dimitra Chasanidou. "A Typology of Virtual Reality Locomotion Techniques." Multimodal Technologies and Interaction 6, no. 9 (2022): 72. http://dx.doi.org/10.3390/mti6090072.

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Researchers have proposed a wide range of categorization schemes in order to characterize the space of VR locomotion techniques. In a previous work, a typology of VR locomotion techniques was proposed, introducing motion-based, roomscale-based, controller-based, and teleportation-based types of VR locomotion. The fact that (i) the proposed typology is used widely and makes a significant research impact in the field and (ii) the VR locomotion field is a considerably active research field, creates the need for this typology to be up-to-date and valid. Therefore, the present study builds on this previous work, and the typology’s consistency is investigated through a systematic literature review. Altogether, 42 articles were included in this literature review, eliciting 80 instances of 10 VR locomotion techniques. The results indicated that current typology cannot cover teleportation-based techniques enabled by motion (e.g., gestures and gazes). Therefore, the typology was updated, and a new type was added: “motion-based teleporting.”
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12

Rantala, Jussi, Jari Kangas, Olli Koskinen, Tomi Nukarinen, and Roope Raisamo. "Comparison of Controller-Based Locomotion Techniques for Visual Observation in Virtual Reality." Multimodal Technologies and Interaction 5, no. 7 (2021): 31. http://dx.doi.org/10.3390/mti5070031.

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Many virtual reality (VR) applications use teleport for locomotion. The non-continuous locomotion of teleport is suited for VR controllers and can minimize simulator sickness, but it can also reduce spatial awareness compared to continuous locomotion. Our aim was to create continuous, controller-based locomotion techniques that would support spatial awareness. We compared the new techniques, slider and grab, with teleport in a task where participants counted small visual targets in a VR environment. Task performance was assessed by asking participants to report how many visual targets they found. The results showed that slider and grab were significantly faster to use than teleport, and they did not cause significantly more simulator sickness than teleport. Moreover, the continuous techniques provided better spatial awareness than teleport.
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13

Yano, Hiroaki, Kaori Kasai, Hideyuki Saito, and Hiroo Iwata. "Sharing Sense of Walking With Locomotion Interfaces." International Journal of Human-Computer Interaction 17, no. 4 (2004): 447–62. http://dx.doi.org/10.1207/s15327590ijhc1704_1.

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14

Funke, Jana Franceska, Anja Schikorr, Sukran Karaosmanoglu, Teresa Hirzle, Frank Steinicke, and Enrico Rukzio. "Tiles to Move: Investigating Tile-Based Locomotion for Virtual Reality." Proceedings of the ACM on Human-Computer Interaction 7, CHI PLAY (2023): 1044–67. http://dx.doi.org/10.1145/3611060.

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Tile-based locomotion (TBL) is a popular locomotion technique for computer, console, and board games. However, despite its simplicity and unconventional movement, the transfer of TBL to virtual reality (VR) as a game platform remains unexplored. To fill this gap, we introduce TBL for VR on the example of two techniques: a controller and a feet-based one. In a first user study, we evaluated the usability and acceptance of the techniques compared to teleportation and touchpad locomotion. In a second exploratory user study, we evaluated the user experience of both TBL techniques in a maze and a museum scenario. The findings show that both techniques provide enjoyment and acceptable usability by creating either a relaxing (controller-based) or a physically active (feet-based) solution. Finally, our results highlight that TBL techniques work particularly well for small, constrained spaces that allow users to focus on exploring details in the nearby environment (important for games) in contrast to large open spaces that require faster locomotion, like teleportation.
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Hayama, Sugio, Kiyoshi Honda, Hideo Oka, and Morihiko Okada. "Air trapping and arboreal locomotor adaptation in primates: A review of experiments on humans." Zeitschrift für Morphologie und Anthropologie 83, no. 2-3 (2002): 149–59. http://dx.doi.org/10.1127/zma/83/2002/149.

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16

Su, Jianbo. "Motion Compression for Telepresence Locomotion." Presence: Teleoperators and Virtual Environments 16, no. 4 (2007): 385–98. http://dx.doi.org/10.1162/pres.16.4.385.

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A telepresence system enables a user in a local environment to maneuver in a remote or virtual space through a robotic operator (agent). In order to ensure a high degree of telepresence realism, it is critical that the local user has the ability to control the remote agent's movement through the user's own locomotion. The required motion of the remote agent is determined according to its environment and the specific task it is to perform. The local user's environment is usually different from that of the remote agent in terms of the shapes and dimensions. A motion mapping is needed from the remote agent to the local user to ensure the similarity of the paths in the two environments. In particular, the terminal position of the local user after a segment of movement is also an important portion in such a motion mapping. This paper progressively addresses these issues from the optimization point of view. Two strategies are suggested for solving the motion mapping problem for the single user case. The resulting solutions are then extended to the multiuser case where several local users share a local environment to control different remote agents. Extensive simulations and comparisons show the feasibility and effectiveness of the proposed approaches.
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17

Christensen, Robert R., John M. Hollerbach, Yangming Xu, and Sanford G. Meek. "Inertial-Force Feedback for the Treadport Locomotion Interface." Presence: Teleoperators and Virtual Environments 9, no. 1 (2000): 1–14. http://dx.doi.org/10.1162/105474600566574.

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The inertial force due to the acceleration of a locomotion interface is identified as a difference between virtual and real-world locomotion. To counter the inertial force, inertial-force feedback was implemented for the Treadport, a locomotion interface. A force controller was designed for a mechanical tether to apply the feedback force to the user. For the case of the user accelerating forward from rest, psychophysical ex periments showed that subjects preferred inertial-force feedback to a spring-feedback force proportional to position or to position control, where the force feedback maintained a force of zero on the subject.
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18

Roche, Steven. "The evolution of the FARM Animal Care program: Trends, priority issues and opportunities for veterinarians." American Association of Bovine Practitioners Conference Proceedings, no. 56 (May 10, 2024): 49–53. http://dx.doi.org/10.21423/aabppro20238847.

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The FARM Program’s goal is to assist U.S. dairy farmers, par­ticipating cooperatives and processors in providing assurance to dairy buyers that U.S. dairy farmers care for their animals, workforce and land in a humane and ethical manner. Over 17,000 second-party evaluations and 480 third-party verifica­tions have been conducted on U.S. dairy farms under Version 4 of the animal care program. Though the majority of farms meet FARM standards, lack of a VCPR and herd health plan signed by the veterinarian in the past 12 months, missing/incomplete continuing education records for employees, not meeting the benchmark for broken tails, lack of pain control for disbud­ding, and incomplete drug treatment records are the most com­mon corrective actions. Overall, a high percentage of herds have met animal observation benchmarks (99% knee lesions, 98% body condition, 97% locomotion, 95% hock lesions, 91% hygiene, and 85% broken tails). Veterinarians are positioned as a critical resource in this program; they are not only needed to comply with program standards and when out of compliance, have a specific opportunity to consult, advise, guide and sup­port clients regarding the health and welfare of their herd.
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19

Wen-Ran Zhang. "Legged robot locomotion and gymnastics." IEEE Transactions on Systems, Man and Cybernetics, Part B (Cybernetics) 28, no. 3 (1998): 357–75. http://dx.doi.org/10.1109/3477.678631.

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20

CLEMENT, F., and E. BASSECOULARD. "La recherche équine en France et dans le monde au travers d’une analyse bibliométrique." INRAE Productions Animales 17, no. 1 (2004): 69–76. http://dx.doi.org/10.20870/productions-animales.2004.17.1.3554.

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Pour obtenir un panorama actuel de la recherche équine en France et dans le monde, une étude bibliométrique a été réalisée à partir des publications scientifiques concernant le cheval et recensées dans les bases CAB abstracts de CAB International et Current Contents de l’Institute for Scientific Information au cours des années 1998-2000. Après une structuration thématique combinant méthodes bibliométriques et avis d’experts, ces articles ont été ventilés en fonction des thématiques étudiées, des localisations des équipes signataires et du support de communication. Le fichier final comporte 6775 publications, pour deux tiers issues de journaux scientifiques, 31 % provenant de journaux de transfert et 6 % de comptes rendus de congrès.
 Plus de la moitié des contributions traitent de pathologie. Viennent ensuite la locomotion et médecine sportive (17 %), la reproduction (11 %). La nutrition et la génétique se partagent 9 % des contributions. Les autres thématiques définies en sciences du vivant sont le comportement et bien-être, les espèces asines et les équidés sauvages, le dopage. Environ 4 % des notices relèvent des sciences humaines et sociales.
 L’Amérique du Nord et l’Union Européenne constituent les deux principaux pôles de recherche mondiaux avec 40 et 36 % des articles chacun. La France occupe la 7ème place (3,4 % des articles scientifiques) derrière les USA, le Royaume-Uni (12,5 %), l’Allemagne (6,3 %), le Japon (4,3 %), le Canada (3,8 %) et l’Australie (3,8 %). La France remonte à la 4ème place si l’on si l’on considère l’ensemble des articles. Ceci illustre l’importance de la littérature de transfert ou de comptes rendus de colloques.
 La France apparaît relativement spécialisée sur la reproduction, le dopage et les sciences humaines et sociales, avec en revanche un investissement relatif moindre sur le comportement et la pathologie. La région Ile de France est la première région française en matière de recherche équine, avec 37,5 % des articles. Les autres régions importantes sont les régions Centre, Rhône-Alpes, Pays de la Loire, Midi-Pyrénées et Basse-Normandie. Cette atomisation géographique des équipes explique qu’aucune ville française ne figure parmi les 25 villes leaders.
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van Paassen, Marinus M., Clark Borst, Joost Ellerbroek, Max Mulder, and John M. Flach. "Ecological Interface Design for Vehicle Locomotion Control." IEEE Transactions on Human-Machine Systems 48, no. 5 (2018): 541–55. http://dx.doi.org/10.1109/thms.2018.2860601.

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Guihard, M., and P. Gorce. "Multilayered learning architecture applied to humanoid locomotion." Computer Methods in Biomechanics and Biomedical Engineering 12, sup1 (2009): 135–37. http://dx.doi.org/10.1080/10255840903081123.

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Khundam, Chaowanan, and Frédéric Nöel. "A Study of Physical Fitness and Enjoyment on Virtual Running for Exergames." International Journal of Computer Games Technology 2021 (April 30, 2021): 1–16. http://dx.doi.org/10.1155/2021/6668280.

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Virtual Reality (VR) technology has advanced forward in everyday life where virtual fitness is possible through physically moving around in the real world. Exergame is a video game for exercise aimed at making exercise more fun. VR exergame applies these trends together for virtual fitness with immersive game play. The VR locomotion is traveling in VR, which is commonly used in adventure role-playing games (RPG). Virtual running can be applied as a locomotion technique for VR exergames. The design of virtual running in VR exergames should be considered as an exercise for fitness and also for enjoyment. This paper proposed two motion-based locomotion techniques: ArmSwing and Squat for virtual running, which are considered as aerobic and strength exercise. These two postures were used to study how physical exertion affected players while interacting in the test scene. Usability, motion sickness, and enjoyment were assessed to analyze the differences of each posture. The results showed that motion sickness and enjoyment of ArmSwing and Squat were not different, while usability was different where ArmSwing was rated higher than Squat. The results from the interviews suggest that most players preferred aerobic exercise (ArmSwing) more than strength exercise (Squat) for a long period of exercise. However, for a short period of exercise, players preferred strength exercise more than aerobic exercise. The adventure-based RPG for exercise needs a solution design appropriate for virtual running in VR, and our results can be a guideline for developers in order to handle motion-based locomotion for VR exergames.
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Iwata, Hiroo, and Yoko Yoshida. "Path Reproduction Tests Using a Torus Treadmill." Presence: Teleoperators and Virtual Environments 8, no. 6 (1999): 587–97. http://dx.doi.org/10.1162/105474699566503.

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This paper describes experiments regarding navigation performance using a new locomotion interface for walking through virtual space. Although traveling on foot is the most intuitive style of locomotion, proprioceptive feedback from walking is not provided in most applications of virtual environments. We developed an infinite surface driven by actuators for enabling a sense of walking. Torus-shaped surfaces are selected to realize the locomotion interface. The device employs twelve sets of treadmills, connected side by side and driven in perpendicular directions. The virtual infinite surface is generated by the motion of the treadmills. A walker can go in any direction while his/her position is fixed in the real world. The device is called a Torus Treadmill. Navigation performance was measured by path-reproduction tests. Subjects were immersed in a virtual grass-covered plain on which a cone-shaped target object was placed. The subjects first traveled to the target object. After they reached it, the target object disappeared and the rehomed subjects were asked to return to the place where the target object was placed. We also set two target objects, and the subject traveled along a bent path. We compared two locomotion modes: walking on the Torus Treadmill and moving purely by joystick operation. The results of the bent-path experiment showed that the accuracy of the path reproduction in the Torus Treadmill mode is better than that of joystick mode.
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Kontio, Reetu, Markus Laattala, Robin Welsch, and Perttu Hämäläinen. "“I Feel My Abs”: Exploring Non-standing VR Locomotion." Proceedings of the ACM on Human-Computer Interaction 7, CHI PLAY (2023): 1282–307. http://dx.doi.org/10.1145/3611069.

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Virtual Reality (VR) games and experiences predominantly have the users interact while standing or seated. However, this only represents a fraction of the full diversity of human movement. In this paper, we explore a novel non-standing approach to VR locomotion where the user performs locomotion movements in the air or only slightly touching the ground with their feet. For instance, the user may lie supine on the ground, reminiscent of the Bicycle Crunch, a core training movement common in Pilates and other forms of bodyweight exercise. Although this cannot generally replace traditional VR locomotion, it provides two benefits that we believe can be of use for specific application domains such as VR exergames: First, the user's lower body movement is not impeded by a small real-life space, allowing versatile navigation of large virtual worlds using walking, running, strafing, and jumping. Second, we allow new ways to activate parts of the body that remain passive in most existing VR interactions. We describe and discuss four different variants of the approach, and investigate two prototypes further in a qualitative user study, to better understand their strengths, weaknesses, and application potential.
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Kim, Woojoo, and Shuping Xiong. "User-defined walking-in-place gestures for VR locomotion." International Journal of Human-Computer Studies 152 (August 2021): 102648. http://dx.doi.org/10.1016/j.ijhcs.2021.102648.

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Bozgeyikli, Evren, Andrew Raij, Srinivas Katkoori, and Rajiv Dubey. "Locomotion in virtual reality for room scale tracked areas." International Journal of Human-Computer Studies 122 (February 2019): 38–49. http://dx.doi.org/10.1016/j.ijhcs.2018.08.002.

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28

Takakusaki, Kaoru, and Toshikatsu Okumura. "Neurobiological Basis of Controlling Posture and Locomotion." Advanced Robotics 22, no. 15 (2008): 1629–63. http://dx.doi.org/10.1163/156855308x368958.

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29

Yasuda, Takashi, Isao Shimoyama, and Hirofumi Miura. "Microrobot locomotion in a mechanical vibration field." Advanced Robotics 9, no. 2 (1994): 165–76. http://dx.doi.org/10.1163/156855395x00067.

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Hareng, N., B. Watier, and F. Multon. "Prediction of plausible locomotion using nonlinear kinematic optimization." Computer Methods in Biomechanics and Biomedical Engineering 23, sup1 (2020): S136—S138. http://dx.doi.org/10.1080/10255842.2020.1812849.

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31

D'Août, Kristiaan. "The biomechanics of human locomotion: evolving barefoot." Footwear Science 5, sup1 (2013): S2—S3. http://dx.doi.org/10.1080/19424280.2013.797929.

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32

Rebenitsch, Lisa, and Delaina Engle. "The Effects of Steering Locomotion on User Preference and Accuracy in Virtual Environments." Presence: Teleoperators and Virtual Environments 28 (January 1, 2019): 153–68. http://dx.doi.org/10.1162/pres_a_00345.

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Abstract Locomotion in virtual environments presents challenges due to the discrepancy between the virtual and the real-world space. Teleportation has been suggested for rapid transit and low cybersickness. However, users often find the method disorienting and difficult over short distances. This is problematic in many gaming scenarios where moderate distances are common. We examined three methods of self-directed, steering locomotion for short to mid-range distances. The methods were pointing, head, and semi-decoupled head and controller. The decoupled method was to explore if game console navigation would be preferred due to familiarity. The experiment focused on user preference and accuracy and had 19 participants. We anticipated that more intuitive methods would be preferred. The pointing method had the greatest impact on accuracy. History of motion sickness susceptibility and prior use of video games did not affect preference with participants favoring the pointing method twice as often over the head method and with none preferring the semi-decoupled method. The pointing method also had lower average illness scores, although not statistically significant. The results suggest that pointing provides an accurate method of locomotion while also being a lower cybersickness option for steering navigation.
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Caggianese, Giuseppe, Nicola Capece, Ugo Erra, Luigi Gallo, and Michele Rinaldi. "Freehand-Steering Locomotion Techniques for Immersive Virtual Environments: A Comparative Evaluation." International Journal of Human–Computer Interaction 36, no. 18 (2020): 1734–55. http://dx.doi.org/10.1080/10447318.2020.1785151.

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34

Templeman, James N., Patricia S. Denbrook, and Linda E. Sibert. "Virtual Locomotion: Walking in Place through Virtual Environments." Presence: Teleoperators and Virtual Environments 8, no. 6 (1999): 598–617. http://dx.doi.org/10.1162/105474699566512.

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This paper presents both an analysis of requirements for user control over simulated locomotion and a new control technique designed to meet these requirements. The goal is to allow the user to move through virtual environments in as similar a manner as possible to walking through the real world. We approach this problem by examining the interrelationships between motion control and the other actions people use to act, sense, and react to their environment. If the interactions between control actions and sensory feedback can be made comparable to those of actions in the real world, then there is hope for constructing an effective new technique. Candidate solutions are reviewed once the analysis is developed. This analysis leads to a promising new design for a sensor-based virtual locomotion called Gaiter. The new control allows users to direct their movement through virtual environments by stepping in place. The movement of a person's legs is sensed, and in-place walking is treated as a gesture indicating the user intends to take a virtual step. More specifically, the movement of the user's legs determines the direction, extent, and timing of their movement through virtual environments. Tying virtual locomotion to leg motion allows a person to step in any direction and control the stride length and cadence of his virtual steps. The user can walk straight, turn in place, and turn while advancing. Motion is expressed in a body-centric coordinate system similar to that of actual stepping. The system can discriminate between gestural and actual steps, so both types of steps can be intermixed.
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Prasanga, D. Kasun, Kazuki Tanida, Kouhei Ohnishi, and Toshiyuki Murakami. "Simultaneous bipedal locomotion based on haptics for teleoperation." Advanced Robotics 33, no. 15-16 (2019): 824–39. http://dx.doi.org/10.1080/01691864.2019.1646162.

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36

Komoriya, Kiyoshi, Susumu Tachi, and Kazuo Tanie. "A method of autonomous locomotion for mobile robots." Advanced Robotics 1, no. 1 (1986): 3–19. http://dx.doi.org/10.1163/156855386x00283.

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37

Phodapol, Sujet, Thirawat Chuthong, Binggwong Leung, Arthicha Srisuchinnawong, Poramate Manoonpong, and Nat Dilokthanakul. "GRAB: GRAdient-Based Shape-Adaptive Locomotion Control." IEEE Robotics and Automation Letters 7, no. 2 (2022): 1087–94. http://dx.doi.org/10.1109/lra.2021.3137555.

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38

Li, Dongting, Sichuan Huang, Yong Tang, Hamidreza Marvi, Junliang Tao, and Daniel M. Aukes. "Compliant Fins for Locomotion in Granular Media." IEEE Robotics and Automation Letters 6, no. 3 (2021): 5984–91. http://dx.doi.org/10.1109/lra.2021.3084877.

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39

Yu, Wanming, Chuanyu Yang, Christopher McGreavy, et al. "Identifying important sensory feedback for learning locomotion skills." Nature Machine Intelligence 5, no. 8 (2023): 919–32. http://dx.doi.org/10.1038/s42256-023-00701-w.

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AbstractRobot motor skills can be acquired by deep reinforcement learning as neural networks to reflect state–action mapping. The selection of states has been demonstrated to be crucial for successful robot motor learning. However, because of the complexity of neural networks, human insights and engineering efforts are often required to select appropriate states through qualitative approaches, such as ablation studies, without a quantitative analysis of the state importance. Here we present a systematic saliency analysis that quantitatively evaluates the relative importance of different feedback states for motor skills learned through deep reinforcement learning. Our approach provides a guideline to identify the most essential feedback states for robot motor learning. By using only the important states including joint positions, gravity vector and base linear and angular velocities, we demonstrate that a simulated quadruped robot can learn various robust locomotion skills. We find that locomotion skills learned only with important states can achieve task performance comparable to the performance of those with more states. This work provides quantitative insights into the impacts of state observations on specific types of motor skills, enabling the learning of a wide range of motor skills with minimal sensing dependencies.
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Guo, Shihui, Jian Chang, Yang Cao, and Jianjun Zhang. "A novel locomotion synthesis and optimisation framework for insects." Computers & Graphics 38 (February 2014): 78–85. http://dx.doi.org/10.1016/j.cag.2013.10.021.

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41

Prin-Conti, D., A. Simon, W. Bertucci, and K. Debray. "Analysis of a horse simulator’s locomotion by inertial sensors." Computer Methods in Biomechanics and Biomedical Engineering 20, sup1 (2017): S165—S166. http://dx.doi.org/10.1080/10255842.2017.1382914.

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42

Hejrati, Babak, Kyle L. Crandall, John M. Hollerbach, and Jake J. Abbott. "Kinesthetic Force Feedback and Belt Control for the Treadport Locomotion Interface." IEEE Transactions on Haptics 8, no. 2 (2015): 176–87. http://dx.doi.org/10.1109/toh.2015.2404357.

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43

Mulder, Max, M. M. (René) van Paassen, and Erwin R. Boer. "Exploring the Roles of Information in the Manual Control of Vehicular Locomotion: From Kinematics and Dynamics to Cybernetics." Presence: Teleoperators and Virtual Environments 13, no. 5 (2004): 535–48. http://dx.doi.org/10.1162/1054746042545256.

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Users of virtual worlds shape their behavior to what the environment supports. To ensure adequate transfer of training and to elicit realistic behavior in virtual environments, it is essential to understand the informational content of the perceptual array that users interact with. In the scientific community, two approaches are in use to resolve this matter. One, using regulatory models, assumes the availability of control-relevant information and focuses on dynamics. The other, using perceptual models, emphasizes the kinematics of locomotion and often ignores the dynamics of controlling perceptual cues through manipulation of locomotion. Information and dynamics in interaction, however, are intricately coupled and should be analyzed as a whole. It is shown that perceptual and regulatory models can be integrated by adopting a cybernetic approach, where humans are modeled as dynamic information-processing systems that interact with perceptual cues present in the environment.
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44

Kwon, Ohung, and Jong Hyeon Park. "Reflex control of bipedal locomotion on a slippery surface." Advanced Robotics 16, no. 8 (2002): 721–34. http://dx.doi.org/10.1163/15685530260425710.

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45

Lan, Guangping, Shugen Ma, Kousuke Inoue, and Yoshio Hamamatsu. "Development of a novel crawler mechanism with polymorphic locomotion." Advanced Robotics 21, no. 3-4 (2007): 421–40. http://dx.doi.org/10.1163/156855307780132045.

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46

Ito, Masami, and Tatsuo Narikiyo. "Analysis and control of biped locomotion subject to constraints." Advanced Robotics 1, no. 2 (1986): 165–76. http://dx.doi.org/10.1163/156855386x00067.

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47

Ura, Daisuke. "On special issue “Passive Locomotion from Body-Environment Interactions”." Journal of the Robotics Society of Japan 41, no. 2 (2023): 108–9. http://dx.doi.org/10.7210/jrsj.41.108.

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48

Ishii, Hiroyuki, and Atsuo Takanishi. "Throwable Robot with Active Tether and Flipper for Locomotion." Journal of the Robotics Society of Japan 41, no. 10 (2023): 858–60. http://dx.doi.org/10.7210/jrsj.41.858.

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49

Banton, Tom, Jeanine Stefanucci, Frank Durgin, Adam Fass, and Dennis Proffitt. "The Perception of Walking Speed in a Virtual Environment." Presence: Teleoperators and Virtual Environments 14, no. 4 (2005): 394–406. http://dx.doi.org/10.1162/105474605774785262.

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Studies of locomotion in virtual environments assume that correct geometric principles define the relationship between walking speed and environmental flow. However, we have observed that geometrically correct optic flow appears to be too slow during simulated locomotion on a treadmill. Experiment 1 documents the effect in a head-mounted display. Experiment 2 shows that the effect is eliminated when the gaze is directed downward or to the side, or when the walking speed is slow. Experiment 3 shows that the effect is unchanged by stride length. Experiment 4 verifies that the effect is not attributable to image jitter. The change in perceived speed from straight ahead to side or down gaze coincides with a shift from expanding optic flow to lamellar flow. Therefore, we hypothesize that lamellar flow is necessary for accurate speed perception, and that a limited field of view eliminates this cue during straight-ahead gaze.
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50

Ruppert, Felix, and Alexander Badri-Spröwitz. "Learning plastic matching of robot dynamics in closed-loop central pattern generators." Nature Machine Intelligence 4, no. 7 (2022): 652–60. http://dx.doi.org/10.1038/s42256-022-00505-4.

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AbstractAnimals achieve agile locomotion performance with reduced control effort and energy efficiency by leveraging compliance in their muscles and tendons. However, it is not known how biological locomotion controllers learn to leverage the intelligence embodied in their leg mechanics. Here we present a framework to match control patterns and mechanics based on the concept of short-term elasticity and long-term plasticity. Inspired by animals, we design a robot, Morti, with passive elastic legs. The quadruped robot Morti is controlled by a bioinspired closed-loop central pattern generator that is designed to elastically mitigate short-term perturbations using sparse contact feedback. By minimizing the amount of corrective feedback on the long term, Morti learns to match the controller to its mechanics and learns to walk within 1 h. By leveraging the advantages of its mechanics, Morti improves its energy efficiency by 42% without explicit minimization in the cost function.
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