WaveWalkerClone: VR Sensing & Pilot-Wave Simulation
- WaveWalkerClone is a dual system integrating a camera-free radar-based VR obstacle sensing platform with a computational simulation of bouncing droplets driven by pilot-wave hydrodynamics.
- The VR module utilizes mmWave radar, GPS/IMU sensor fusion, and edge computing to achieve centimeter-level obstacle detection and real-time environmental mapping.
- The pilot-wave simulation applies the damped Mathieu equation and impulse-driven wave dynamics to recreate non-Markovian behavior and quantum-like phenomena.
WaveWalkerClone refers to two distinct technical systems in contemporary research: (1) a camera-free, radar-based obstacle sensing and visualization system for outdoor virtual reality (VR) environments; and (2) a computational reproduction of the hydrodynamic “walker” system, where bouncing fluid droplets self-propel through feedback with sub-threshold Faraday waves. Both implementations exemplify state-of-the-art techniques for detecting, modeling, and interactively visualizing dynamic environments—one in embodied computing, the other in macroscopic pilot-wave hydrodynamics. This article systematically details both interpretations and their core methodologies.
1. Radar-Based Outdoor VR: System Architecture and Sensing Platform
WaveWalkerClone, as realized in outdoor VR research, constitutes a multimodal real-time sensing pipeline built to maintain user safety and preserve environmental awareness during fully immersive VR experiences without cameras or explicit environment mapping (Nargund et al., 1 Feb 2026).
At its core, the system integrates:
- Millimeter-Wave (mmWave) Radar: Texas Instruments IWR6843AOP FMCW radar, operating at , with GHz bandwidth yielding range resolution cm. The field of view spans azimuth and elevation, with a 10 Hz obstacle detection update rate and a region of interest (ROI) of m lateral by 8 m forward.
- GPS/IMU Fusion: A Google Pixel 8 (L1/L5 GNSS, 1–2 m accuracy) alongside a 3-axis MEMS accelerometer and gyroscope. Sensor fusion is performed via an Error-State Kalman Filter (ESKF) on an NVIDIA Jetson Nano, with state for global pose estimation.
- Edge Computing: NVIDIA Jetson Nano, running ROS, processes radar data (range/Doppler FFT, beamforming, CFAR detection, DBSCAN clustering, tracking), fuses GNSS and IMU, and transmits obstacle/pose data to a Meta Quest 3 headset across 2.4 GHz Wi-Fi at 20 Hz.
The data flow follows: radar and GNSS + IMU Jetson Nano (sensing, fusion, clustering) Unity application on headset (visualization).
2. Sensing, Signal Processing, and Obstacle Tracking
The perception pipeline derives spatial and kinematic information through a layered process:
- Radar Signal Processing: Range FFT produces range bins (), Doppler FFT estimates velocity bins (), followed by angle-of-arrival estimation using beamforming (MVDR or Delay-and-Sum). CFAR (Constant False Alarm Rate) detection thresholds are set as , with adaptively estimated.
- Clustering & Tracking: DBSCAN clusters are defined by points within m and minPts = 5. Cluster centroids initialize tracked obstacles. A constant-velocity Kalman filter with state propagates predicted states via transition matrix
Observation-model update uses measurement matrix .
- Coordinate Frame Alignment: Radar-frame detections are transformed into the world frame using successive homogeneous transforms:
with specified by fixed rotation and translation from calibration.
As a result, real-time, fused obstacle locations are rendered in reference to the tracked headset pose.
3. Visualization Strategies: Embedding Obstacles in VR
WaveWalkerClone investigates three visualization modalities for radar-tracked obstacles within VR, rendered in Unity (2022.3) using OpenXR on Meta Quest 3 (Nargund et al., 1 Feb 2026):
- Diegetic Alien Avatars: Low-poly, thematic aliens integrated with virtual narrative. Scaling with distance follows , m, and emissive tint transitions from blue (far) to green (near), .
- Non-Diegetic Human Avatars: Neutral gray, human-mesh proxies animated using filtered real-world velocity; visually informative but intentionally not thematic.
- Abstract Point Clouds: Aggregated radar points from last 0.3 s, colored by height-encoded HSL with opacity function , .
Each method targets a distinct trade-off between immersion, interpretability, and narrative coherence.
4. Behavioral Evaluation: User Study Design and Metrics
A within-subjects experiment () was conducted with moderate-experience VR users (median age 20) (Nargund et al., 1 Feb 2026). Each participant completed three conditions (Latin-square counterbalanced): alien avatars, human avatars, and point clouds, walking a 200 m outdoor route with natural bystanders as dynamic obstacles ( encounters/trial).
Primary outcomes included:
- Presence: Measured by the Igroup Presence Questionnaire (subscales: spatial presence, involvement, realness).
- Task Load & Perceived Effort: NASA-TLX overall and subscales (mental, physical, temporal, performance, effort, frustration).
- Safety: Collision Anxiety Questionnaire (CAQ; custom Perceived Safety, 1–5 Likert), walking time.
- Cross-Reality Interaction: CRIQ [Gottsacker et al., 2021].
ANOVA or Friedman tests analyzed main effects; Bonferroni correction used for pairwise comparisons; effect sizes () reported.
5. Key Results and Trade-Offs Across Visualization Types
Principal findings highlight nuanced performance and user preference differentials:
- Detection Timeliness: Condition effect for "noticed dynamic obstacles promptly" (, , ); post-hoc revealed point clouds were slower than alien avatars ().
- Safety: No significant differences in CAQ or Perceived Safety between conditions; mean safety rating robust to lighting changes.
- Presence & Task Load: No significant differences in IPQ or overall NASA-TLX (, ). Effort and frustration trended lower for avatars and point clouds, respectively.
- User Preference: Nine preferred diegetic aliens, five point clouds, four human avatars.
- Qualitative Insights: Missed radar detections undermined comfort, especially when real bystanders were audible but not visible. Point clouds conveyed group extent most clearly; avatars clarified precise obstacle positions. "Ghost tracks" from multipath artifacts startled users.
A summary of outcome metrics appears below:
| Metric | Aliens (Diegetic) | Humans (Non-diegetic) | Point Cloud (Abstract) |
|---|---|---|---|
| Perceived Effort (NASA-TLX, mean) | 30.3 | 37.5 | 41.1 |
| Frustration (NASA-TLX, mean) | 26.9 | 19.2 | 17.8 |
| Preferred by users (count, N=18) | 9 | 4 | 5 |
6. Design Principles and Future Directions
Evaluation of WaveWalkerClone led to the following guidelines (Nargund et al., 1 Feb 2026):
- Hybrid Representations: Combining precise avatar proxies with abstract or ground-anchored overlays improves both localization and group extent estimation.
- Semantic vs. Functional Coherence: Diegetic visual forms (narrative-syntonic) elevate immersion but may distract via anthropomorphization. Abstract representations promote interpretative clarity but reduce engagement.
- Technical Priorities: System coherence—stability, low-latency tracking, and alignment of sensory cues (audio-visual)—directly impacts user presence more than the specific visual metaphors.
- Sensor Coverage: Wider coverage (multiple radars or opportunistic recalibration) decreases "blind spots" and multipath "ghost" artifacts.
- User Customization: Enabling users to select or blend visualization strategies enhances adaptability to environment and personal comfort.
- Open Problems: Application to denser environments (vehicles, varied terrains), integration of auditory/haptic cues for out-of-field-of-view threats, and quantification of detection latencies via ROC curve analyses.
7. Pilot-Wave Hydrodynamics: Simulation Methodology
WaveWalkerClone also denotes a class of numerical reproductions of the classical "walker" system, as detailed in (Tadrist et al., 2017). The physical system consists of a droplet "walking" on a vibrated bath, self-propelled by interaction with long-lived, damped sub-threshold Faraday waves generated at each impact.
The core theoretical and numerical recipe incorporates:
- Governing Equations: The vertical surface deformation (Fourier mode ) for the vibrated bath is described by the damped Mathieu equation:
with solution structure determined by the vibration amplitude , frequency , density , surface tension , and viscosity .
- Wave Forcing from Impacts: Each droplet kick at time , position , applies a delta-pressure in space and time, seeding the surface wave field. The evolution after multiple impacts is constructed as a superposition of impulse responses (Green's functions).
- Memory and Spatiotemporal Persistence: The wave memory parameter governs the time constant , with . For just below threshold , memory can reach –$20$, supporting non-Markovian dynamics and quantum-like phenomena.
- Numerical Scheme: Discretized in time/space, the wave field is updated each step by exponential decay and subharmonic driving, with new impulsive contributions for each bounce. The horizontal force on the droplet is , integrated using explicit (e.g., Runge–Kutta) methods.
- Parameter Choices: Silicone oil ($20$ cS), frequency Hz, –$4.2$, droplet radius $0.3$–$0.5$ mm, depth $6$ mm support walkers with mm/s.
This formulation allows simulation of single-walker dynamics, multi-walker interaction, quantized orbits, and complex experiments in macroscopic pilot-wave mechanics.
Both implementations of WaveWalkerClone illustrate the integration of real-time sensing, numerical modeling, and interactive visualization for dynamic environments, with direct implications for safety in VR and macroscopic emulation of quantum-like behaviors (Nargund et al., 1 Feb 2026, Tadrist et al., 2017).