24 research outputs found

    Perception-based high quality distributed virtual reality

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    Virtual reality has great potential to enable remote collaborative work from anywhere in the world. Developing virtual reality into a platform suitable for natural interaction and immersive collaboration requires the experience to be reliably stable. For a networked collaborative environment, perceived smoothness of motion is limited by the tick rate, that is, the frequency at which information is distributed. As tick rate increases, motion will appear increasingly smooth; however, excessive tick rates may introduce additional load on a network without any perceptible benefit to a user. This paper details two visual psychophysics experiments (N1=16, N2=11) carried out to evaluate participant sensitivity to tick rate in virtual reality. The influence of three variables, velocity, complexity, and digital medium were investigated. Both velocity and digital medium displayed a significant effect, whilst complexity did not show significance. A model was then built and validated from the results of these experiments. The model predicts for average walking speed within the desktop condition, that 90% of the population will perceive motion to be smooth at 56 Hz, whilst this 90% threshold lies at 113 Hz for the VR condition. This model can predict participant perception of tick rate under given conditions, enabling networks to intelligently optimise participant experience without adding unnecessary further load on the network

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Proceedings, MSVSCC 2015

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    The Virginia Modeling, Analysis and Simulation Center (VMASC) of Old Dominion University hosted the 2015 Modeling, Simulation, & Visualization Student capstone Conference on April 16th. The Capstone Conference features students in Modeling and Simulation, undergraduates and graduate degree programs, and fields from many colleges and/or universities. Students present their research to an audience of fellow students, faculty, judges, and other distinguished guests. For the students, these presentations afford them the opportunity to impart their innovative research to members of the M&S community from academic, industry, and government backgrounds. Also participating in the conference are faculty and judges who have volunteered their time to impart direct support to their students’ research, facilitate the various conference tracks, serve as judges for each of the tracks, and provide overall assistance to this conference. 2015 marks the ninth year of the VMASC Capstone Conference for Modeling, Simulation and Visualization. This year our conference attracted a number of fine student written papers and presentations, resulting in a total of 51 research works that were presented. This year’s conference had record attendance thanks to the support from the various different departments at Old Dominion University, other local Universities, and the United States Military Academy, at West Point. We greatly appreciated all of the work and energy that has gone into this year’s conference, it truly was a highly collaborative effort that has resulted in a very successful symposium for the M&S community and all of those involved. Below you will find a brief summary of the best papers and best presentations with some simple statistics of the overall conference contribution. Followed by that is a table of contents that breaks down by conference track category with a copy of each included body of work. Thank you again for your time and your contribution as this conference is designed to continuously evolve and adapt to better suit the authors and M&S supporters. Dr.Yuzhong Shen Graduate Program Director, MSVE Capstone Conference Chair John ShullGraduate Student, MSVE Capstone Conference Student Chai

    Bowdoin Orient v.139, no.1-26 (2009-2010)

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    https://digitalcommons.bowdoin.edu/bowdoinorient-2010s/1000/thumbnail.jp
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