16,925 research outputs found

    The modeling of human sensation in virtual environments.

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    Ka Keung Caramon Lee.Thesis (M.Phil.)--Chinese University of Hong Kong, 2000.Includes bibliographical references (leaves 100-105).Abstracts in English and Chinese.Contents --- p.iiiList of Figures --- p.viList of Tables --- p.ixChapter 1 --- Introduction --- p.1Chapter 1.1 --- Motivation --- p.1Chapter 1.2 --- Related Work --- p.3Chapter 1.2.1 --- Empirical Psychophysical Equations --- p.3Chapter 1.2.2 --- Industry Standards --- p.4Chapter 1.2.3 --- Fuzzy Logic --- p.4Chapter 1.2.4 --- Neural Networks --- p.5Chapter 1.3 --- Organization of Thesis --- p.7Chapter 2 --- Experimental Design --- p.9Chapter 2.1 --- Human Motion Sense --- p.9Chapter 2.2 --- Full-Body Motion Virtual Reality System --- p.12Chapter 2.3 --- Human Sensation Measure --- p.15Chapter 2.4 --- Trajectory Segmentation --- p.16Chapter 3 --- Learning and Validation of Human Sensation Models --- p.22Chapter 3.1 --- Cascade Neural Networks --- p.23Chapter 3.1.1 --- Dynamic Mapping --- p.26Chapter 3.2 --- Experimental Trajectory Data --- p.26Chapter 3.3 --- Effect of Trajectory Segmentation --- p.31Chapter 3.4 --- Model Validation --- p.32Chapter 3.5 --- Similarity Measure --- p.33Chapter 3.6 --- Similarity Measure Results --- p.38Chapter 4 --- Input Reduction for Human Sensation Modeling --- p.40Chapter 4.1 --- Introduction --- p.40Chapter 4.2 --- Input Reduction --- p.41Chapter 4.3 --- Feature Extraction and Input Selection --- p.42Chapter 4.4 --- Feature Extraction Using Principal Component Analysis --- p.44Chapter 4.5 --- Independent Component Analysis --- p.48Chapter 4.5.1 --- Measure of Gaussianity --- p.50Chapter 4.5.2 --- The Fixed Point ICA Algorithm --- p.51Chapter 4.6 --- Input Reduction Using Independent Component Analysis --- p.52Chapter 4.6.1 --- ICA Without Dimension Reduction --- p.52Chapter 4.6.2 --- Feature Extraction Using ICA --- p.55Chapter 4.6.3 --- Input Selection Using ICA --- p.57Chapter 4.6.4 --- Applying Input Selection by ICA on the Furnace Data --- p.58Chapter 4.6.5 --- Applying Input Selection by ICA to Sensation Modeling --- p.65Chapter 4.6.6 --- Cross Verification of Selected Inputs --- p.70Chapter 4.7 --- Summary on Input Reduction for Human Sensation Modeling --- p.72Chapter 5 --- Stimulus Modification Based on Human Sensation --- p.74Chapter 5.1 --- Need for Stimulus Modification --- p.74Chapter 5.2 --- Sensation Grades --- p.75Chapter 5.3 --- Trajectory Modification Scheme --- p.77Chapter 5.4 --- Experiments --- p.80Chapter 6 --- Conclusion --- p.86Chapter 6.1 --- Contributions --- p.86Chapter 6.2 --- Future Work --- p.87Chapter A --- Platform Model --- p.88Chapter A.1 --- Inverse Kinematics --- p.90Chapter A.2 --- Forward Kinematics --- p.93Chapter A.3 --- Platform Dynamics --- p.99Bibliography --- p.10

    Can virtual reality predict body part discomfort and performance of people in realistic world for assembling tasks?

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    This paper presents our work on relationship of evaluation results between virtual environment (VE) and realistic environment (RE) for assembling tasks. Evaluation results consist of subjective results (BPD and RPE) and objective results (posture and physical performance). Same tasks were performed with same experimental configurations and evaluation results were measured in RE and VE respectively. Then these evaluation results were compared. Slight difference of posture between VE and RE was found but not great difference of effect on people according to conventional ergonomics posture assessment method. Correlation of BPD and performance results between VE and RE are found by linear regression method. Moreover, results of BPD, physical performance, and RPE in VE are higher than that in RE with significant difference. Furthermore, these results indicates that subjects feel more discomfort and fatigue in VE than RE because of additional effort required in VE

    Simulation and Visualization of Thermal Metaphor in a Virtual Environment for Thermal Building Assessment

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    La référence est présente sur HAL mais est incomplÚte (il manque les co-auteurs et le fichier pdf).The current application of the design process through energy efficiency in virtual reality (VR) systems is limited mostly to building performance predictions, as the issue of the data formats and the workflow used for 3D modeling, thermal calculation and VR visualization. The importance of energy efficiency and integration of advances in building design and VR technology have lead this research to focus on thermal simulation results visualized in a virtual environment to optimize building design, particularly concerning heritage buildings. The emphasis is on the representation of thermal data of a room simulated in a virtual environment (VE) in order to improve the ways in which thermal analysis data are presented to the building stakeholder, with the aim of increasing accuracy and efficiency. The approach is to present more immersive thermal simulation and to project the calculation results in projective displays particularly in Immersion room (CAVE-like). The main idea concerning the experiment is to provide an instrument of visualization and interaction concerning the thermal conditions in a virtual building. Thus the user can immerge, interact, and perceive the impact of the modifications generated by the system, regarding the thermal simulation results. The research has demonstrated it is possible to improve the representation and interpretation of building performance data, particularly for thermal results using visualization techniques.Direktorat Riset dan Pengabdian Masyarakat (DRPM) Universitas Indonesia Research Grant No. 2191/H2.R12/HKP.05.00/201

    Sound Perception:Encapsulating Intangible Voice Memories in a Physical Memento

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    We live in a very busy world with a variety of sensory stimulation including the olfactory, visual, tactile, and auditory. The five senses are triggered by our surroundings and help us to form meaning about the world.ⅰ Based on where someone grows up, she or he is introduced to various sites and sounds, affecting how they interpret the world. Sounds relate meaning through the association between hearing, memory and an event. Hearing is one of the learning processes, in which individuals give, receive, and store information. We typically rely on our five senses, which contribute to the process of understanding, communicating, and comprehending information. Moving beyond visual perception requires systematic attention to individual learning modalities.ⅱ Sound is one of the developing areas in the field of perception that moves beyond vision to help people understand nature, objects, narratives and varieties of perception. In order to comprehend how people hear, it is important to understand the role of perception. Sound functions as a signal, but also varies according to the capacity to hear. An individual’s physical ability to hear, and their unique experiences with sound, differ from one person to the next, and can result in a range of emotions and reactions. Certain sounds, like the voice of a loved one, also have the power to trigger emotion and convey meaning due to the association between hearing, memory and specific events from oneâ€șs past In short, the three aspects of sound perception–signal, hearing, and emotional reaction–play an integral role in auditory perception and the subjectivity of sound. However, the value of sound is often taken for granted or viewed as secondary to visual perception. This thesis will explore the value of sound perception by investigating two of its primary aspects–hearing and emotional response–in application to memory. Through a series of experiential objects, that trigger the senses. The aim is to utilize design to memorialize precious sounds in order to raise awareness about the emotional value of sound to the human experience

    A Review of Smart Materials in Tactile Actuators for Information Delivery

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    As the largest organ in the human body, the skin provides the important sensory channel for humans to receive external stimulations based on touch. By the information perceived through touch, people can feel and guess the properties of objects, like weight, temperature, textures, and motion, etc. In fact, those properties are nerve stimuli to our brain received by different kinds of receptors in the skin. Mechanical, electrical, and thermal stimuli can stimulate these receptors and cause different information to be conveyed through the nerves. Technologies for actuators to provide mechanical, electrical or thermal stimuli have been developed. These include static or vibrational actuation, electrostatic stimulation, focused ultrasound, and more. Smart materials, such as piezoelectric materials, carbon nanotubes, and shape memory alloys, play important roles in providing actuation for tactile sensation. This paper aims to review the background biological knowledge of human tactile sensing, to give an understanding of how we sense and interact with the world through the sense of touch, as well as the conventional and state-of-the-art technologies of tactile actuators for tactile feedback delivery

    Navigation and interaction in a real-scale digital mock-up using natural language and user gesture

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    This paper tries to demonstrate a very new real-scale 3D system and sum up some firsthand and cutting edge results concerning multi-modal navigation and interaction interfaces. This work is part of the CALLISTO-SARI collaborative project. It aims at constructing an immersive room, developing a set of software tools and some navigation/interaction interfaces. Two sets of interfaces will be introduced here: 1) interaction devices, 2) natural language (speech processing) and user gesture. The survey on this system using subjective observation (Simulator Sickness Questionnaire, SSQ) and objective measurements (Center of Gravity, COG) shows that using natural languages and gesture-based interfaces induced less cyber-sickness comparing to device-based interfaces. Therefore, gesture-based is more efficient than device-based interfaces.FUI CALLISTO-SAR
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