<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Parkour on Human-Computer Interaction for Mixed Reality Blog</title><link>https://xyn-1127.github.io/igd301-blog/tags/parkour/</link><description>Recent content in Parkour on Human-Computer Interaction for Mixed Reality Blog</description><generator>Hugo -- 0.155.3</generator><language>en-us</language><lastBuildDate>Thu, 05 Feb 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://xyn-1127.github.io/igd301-blog/tags/parkour/index.xml" rel="self" type="application/rss+xml"/><item><title>Lab 5 — Locomotion Technique Implementation</title><link>https://xyn-1127.github.io/igd301-blog/posts/lab5-locomotion-technique/</link><pubDate>Thu, 05 Feb 2026 00:00:00 +0000</pubDate><guid>https://xyn-1127.github.io/igd301-blog/posts/lab5-locomotion-technique/</guid><description>&lt;p&gt;This post documents the full implementation process of IGD301 Lab Homework 5: taking my locomotion concept from previous assignments and turning it into a working Unity system inside the course-provided parkour scene.&lt;/p&gt;
&lt;p&gt;For this lab, all core gameplay locomotion behavior is centralized in &lt;code&gt;LocomotionTechnique.cs&lt;/code&gt;, including movement gating, arm-swing power detection, speed mapping, jump, respawn, stage triggers, and coin collection.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="1-goals-and-scene-constraints"&gt;1. Goals and Scene Constraints&lt;/h2&gt;
&lt;p&gt;This assignment is not a generic locomotion demo. It has to work in the official parkour route, which immediately imposes three constraints:&lt;/p&gt;</description></item><item><title>Lecture Homework 4: Final Presentation — Power-Based Arm-Swing Locomotion</title><link>https://xyn-1127.github.io/igd301-blog/posts/lecture-hw4/</link><pubDate>Thu, 29 Jan 2026 00:00:00 +0000</pubDate><guid>https://xyn-1127.github.io/igd301-blog/posts/lecture-hw4/</guid><description>&lt;p&gt;This post covers the full content of my final locomotion presentation, organized into three parts: scenario and design goals, system mechanisms, and user evaluation.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="scenario--challenges"&gt;Scenario &amp;amp; Challenges&lt;/h2&gt;
&lt;p&gt;The project scenario is a fixed VR parkour course: a timed race track where you collect coins along the way. The course has multiple checkpoints, continuous curves, and some coins floating above ground level.&lt;/p&gt;
&lt;p&gt;&lt;img alt="parkour route" loading="lazy" src="https://xyn-1127.github.io/igd301-blog/posts/lecture-hw4/imgs/route-overview.png"&gt;&lt;/p&gt;
&lt;p&gt;The final section of the course is particularly important: several coins sit visibly above the ground, making pure horizontal locomotion insufficient. This constraint directly shaped the locomotion design, which must include some form of vertical movement.&lt;/p&gt;</description></item><item><title>Lecture Homework 3: User Evaluation — Power-Based Arm-Swing in Practice</title><link>https://xyn-1127.github.io/igd301-blog/posts/lecture-hw3/</link><pubDate>Tue, 20 Jan 2026 00:00:00 +0000</pubDate><guid>https://xyn-1127.github.io/igd301-blog/posts/lecture-hw3/</guid><description>&lt;p&gt;The goal of HW3 is to run a small-scale user evaluation of my locomotion technique. I recruited two participants and joined as the third myself. Each of us ran the parkour course for three full rounds, recording objective performance data and subjective ratings to see how the system holds up in real users&amp;rsquo; hands.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="evaluation-design"&gt;Evaluation Design&lt;/h2&gt;
&lt;h3 id="why-evaluate-at-all"&gt;Why Evaluate at All&lt;/h3&gt;
&lt;p&gt;As the developer, I know the system too well. I know every parameter, the optimal entry angle for each curve, what swing cadence maps to what speed. But all of that was accumulated over dozens of iterative test sessions. A first-time user&amp;rsquo;s experience could be entirely different.&lt;/p&gt;</description></item><item><title>Lecture Homework 2: Locomotion Pitch — Gait-Based Arm-Swing for VR Parkour</title><link>https://xyn-1127.github.io/igd301-blog/posts/lecture-hw2/</link><pubDate>Wed, 10 Dec 2025 00:00:00 +0000</pubDate><guid>https://xyn-1127.github.io/igd301-blog/posts/lecture-hw2/</guid><description>&lt;p&gt;The goal of this homework is to design a locomotion technique that fits the provided VR parkour scene better than the default. The level is a fixed route with banner timing checkpoints and lots of collectible coins. The key twist is that not all coins are on the ground—some are floating slightly above it. So it’s not just about moving fast. You also need to stop on demand, make small position corrections, and occasionally perform a small vertical action to reach elevated coins.&lt;/p&gt;</description></item></channel></rss>