223 research outputs found

    Advancing proxy-based haptic feedback in virtual reality

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    This thesis advances haptic feedback for Virtual Reality (VR). Our work is guided by Sutherland's 1965 vision of the ultimate display, which calls for VR systems to control the existence of matter. To push towards this vision, we build upon proxy-based haptic feedback, a technique characterized by the use of passive tangible props. The goal of this thesis is to tackle the central drawback of this approach, namely, its inflexibility, which yet hinders it to fulfill the vision of the ultimate display. Guided by four research questions, we first showcase the applicability of proxy-based VR haptics by employing the technique for data exploration. We then extend the VR system's control over users' haptic impressions in three steps. First, we contribute the class of Dynamic Passive Haptic Feedback (DPHF) alongside two novel concepts for conveying kinesthetic properties, like virtual weight and shape, through weight-shifting and drag-changing proxies. Conceptually orthogonal to this, we study how visual-haptic illusions can be leveraged to unnoticeably redirect the user's hand when reaching towards props. Here, we contribute a novel perception-inspired algorithm for Body Warping-based Hand Redirection (HR), an open-source framework for HR, and psychophysical insights. The thesis concludes by proving that the combination of DPHF and HR can outperform the individual techniques in terms of the achievable flexibility of the proxy-based haptic feedback.Diese Arbeit widmet sich haptischem Feedback für Virtual Reality (VR) und ist inspiriert von Sutherlands Vision des ultimativen Displays, welche VR-Systemen die Fähigkeit zuschreibt, Materie kontrollieren zu können. Um dieser Vision näher zu kommen, baut die Arbeit auf dem Konzept proxy-basierter Haptik auf, bei der haptische Eindrücke durch anfassbare Requisiten vermittelt werden. Ziel ist es, diesem Ansatz die für die Realisierung eines ultimativen Displays nötige Flexibilität zu verleihen. Dazu bearbeiten wir vier Forschungsfragen und zeigen zunächst die Anwendbarkeit proxy-basierter Haptik durch den Einsatz der Technik zur Datenexploration. Anschließend untersuchen wir in drei Schritten, wie VR-Systeme mehr Kontrolle über haptische Eindrücke von Nutzern erhalten können. Hierzu stellen wir Dynamic Passive Haptic Feedback (DPHF) vor, sowie zwei Verfahren, die kinästhetische Eindrücke wie virtuelles Gewicht und Form durch Gewichtsverlagerung und Veränderung des Luftwiderstandes von Requisiten vermitteln. Zusätzlich untersuchen wir, wie visuell-haptische Illusionen die Hand des Nutzers beim Greifen nach Requisiten unbemerkt umlenken können. Dabei stellen wir einen neuen Algorithmus zur Body Warping-based Hand Redirection (HR), ein Open-Source-Framework, sowie psychophysische Erkenntnisse vor. Abschließend zeigen wir, dass die Kombination von DPHF und HR proxy-basierte Haptik noch flexibler machen kann, als es die einzelnen Techniken alleine können

    Inattentional Blindness for Redirected Walking Using Dynamic Foveated Rendering

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    Redirected walking is a Virtual Reality(VR) locomotion technique which enables users to navigate virtual environments (VEs) that are spatially larger than the available physical tracked space. In this work we present a novel technique for redirected walking in VR based on the psychological phenomenon of inattentional blindness. Based on the user's visual fixation points we divide the user's view into zones. Spatially-varying rotations are applied according to the zone's importance and are rendered using foveated rendering. Our technique is real-time and applicable to small and large physical spaces. Furthermore, the proposed technique does not require the use of stimulated saccades but rather takes advantage of naturally occurring saccades and blinks for a complete refresh of the framebuffer. We performed extensive testing and present the analysis of the results of three user studies conducted for the evaluation

    Redirected Walking in Infinite Virtual Indoor Environment Using Change-blindness

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    We present a change-blindness based redirected walking algorithm that allows a user to explore on foot a virtual indoor environment consisting of an infinite number of rooms while at the same time ensuring collision-free walking for the user in real space. This method uses change blindness to scale and translate the room without the user's awareness by moving the wall while the user is not looking. Consequently, the virtual room containing the current user always exists in the valid real space. We measured the detection threshold for whether the user recognizes the movement of the wall outside the field of view. Then, we used the measured detection threshold to determine the amount of changing the dimension of the room by moving that wall. We conducted a live-user experiment to navigate the same virtual environment using the proposed method and other existing methods. As a result, users reported higher usability, presence, and immersion when using the proposed method while showing reduced motion sickness compared to other methods. Hence, our approach can be used to implement applications to allow users to explore an infinitely large virtual indoor environment such as virtual museum and virtual model house while simultaneously walking in a small real space, giving users a more realistic experience.Comment: https://www.youtube.com/watch?v=s-ZKavhXxd

    Standardized experimental estimation of the maximum unnoticeable environmental displacement during eye blinks for redirect walking in virtual reality

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    Redirect walking is a technique that aims to manipulate the walking trajectories in immersive virtual reality settings by inducing unnoticeable displacements of the virtual environment. Taking into advantage the change blindness phenomenon, visual occlusion during eye blinks has been recently proposed to perform those displacements. This study determined the maximum unnoticeable displacement that can be performed in practical scenario, which proved to be near 0.8° of occlusion and disocclusion in both horizontal and vertical axes

    Real walking in virtual environments for factory planning and evaluation

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    Nowadays, buildings or production facilities are designed using specialized design software and building information modeling tools help to evaluate the resulting virtual mock-up. However, with current, primarily desktop based tools it is hard to evaluate human factors of such a design, for instance spatial constraints for workforces. This paper presents a new tool for factory planning and evaluation based on virtual reality that allows designers, planning experts, and workforces to walk naturally and freely within a virtual factory. Therefore, designs can be checked as if they were real before anything is built.ISSN:2212-827

    Inattentional Blindness for Redirected Walking Using Dynamic Foveated Rendering

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    Redirected walking is a Virtual Reality(VR) locomotion technique which enables users to navigate virtual environments (VEs) that are spatially larger than the available physical tracked space. In this work we present a novel technique for redirected walking in VR based on the psychological phenomenon of inattentional blindness. Based on the user's visual fixation points we divide the user's view into zones. Spatially-varying rotations are applied according to the zone's importance and are rendered using foveated rendering. Our technique is real-time and applicable to small and large physical spaces. Furthermore, the proposed technique does not require the use of stimulated saccades but rather takes advantage of naturally occurring saccades and blinks for a complete refresh of the framebuffer. We performed extensive testing and present the analysis of the results of three user studies conducted for the evaluation

    Towards Understanding and Expanding Locomotion in Physical and Virtual Realities

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    Among many virtual reality interactions, the locomotion dilemma remains a significant impediment to achieving an ideal immersive experience. The physical limitations of tracked space make it impossible to naturally explore theoretically boundless virtual environments with a one-to-one mapping. Synthetic techniques like teleportation and flying often induce simulator sickness and break the sense of presence. Therefore, natural walking is the most favored form of locomotion. Redirected walking offers a more natural and intuitive way for users to navigate vast virtual spaces efficiently. However, existing techniques either lead to simulator sickness due to visual and vestibular mismatch or detract users from the immersive experience that virtual reality aims to provide. This research presents innovative techniques and applications to enhance the user experience by expanding walkable, physical space in Virtual Reality. The thesis includes three main contributions. The first contribution proposes a mobile application that uses markerless Augmented Reality to allow users to explore a life-sized virtual library through a divide-and-rule approach. The second contribution presents a subtle redirected walking technique based on inattentional blindness, using dynamic foveated rendering and natural visual suppressions like blinks and saccades. Finally, the third contribution introduces a novel redirected walking solution that leverages a deep neural network, to predict saccades in real-time and eliminate the hardware requirements for eye-tracking. Overall, this thesis offers valuable contributions to human-computer interaction, investigating novel approaches to solving the locomotion dilemma. The proposed solutions were evaluated through extensive user studies, demonstrating their effectiveness and applicability in real-world scenarios like training simulations and entertainment
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