80 research outputs found
Sonic Interactions in Virtual Environments
This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments
Sonic interactions in virtual environments
This book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments
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The role of HG in the analysis of temporal iteration and interaural correlation
Sonic Interactions in Virtual Environments
This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments
Topographic ERP Analyses: A Step-by-Step Tutorial Review
In this tutorial review, we detail both the rationale for as well as the implementation of a set of analyses of surface-recorded event-related potentials (ERPs) that uses the reference-free spatial (i.e. topographic) information available from high-density electrode montages to render statistical information concerning modulations in response strength, latency, and topography both between and within experimental conditions. In these and other ways these topographic analysis methods allow the experimenter to glean additional information and neurophysiologic interpretability beyond what is available from canonical waveform analyses. In this tutorial we present the example of somatosensory evoked potentials (SEPs) in response to stimulation of each hand to illustrate these points. For each step of these analyses, we provide the reader with both a conceptual and mathematical description of how the analysis is carried out, what it yields, and how to interpret its statistical outcome. We show that these topographic analysis methods are intuitive and easy-to-use approaches that can remove much of the guesswork often confronting ERP researchers and also assist in identifying the information contained within high-density ERP dataset
Tactile Arrays for Virtual Textures
This thesis describes the development of three new tactile stimulators for active
touch, i.e. devices to deliver virtual touch stimuli to the fingertip in response to
exploratory movements by the user. All three stimulators are designed to provide
spatiotemporal patterns of mechanical input to the skin via an array of contactors,
each under individual computer control. Drive mechanisms are based on
piezoelectric bimorphs in a cantilever geometry.
The first of these is a 25-contactor array (5 × 5 contactors at 2 mm spacing). It
is a rugged design with a compact drive system and is capable of producing strong
stimuli when running from low voltage supplies. Combined with a PC mouse,
it can be used for active exploration tasks. Pilot studies were performed which
demonstrated that subjects could successfully use the device for discrimination of
line orientation, simple shape identification and line following tasks.
A 24-contactor stimulator (6 × 4 contactors at 2 mm spacing) with improved
bandwidth was then developed. This features control electronics designed to transmit
arbitrary waveforms to each channel (generated on-the-fly, in real time) and
software for rapid development of experiments. It is built around a graphics tablet,
giving high precision position capability over a large 2D workspace. Experiments
using two-component stimuli (components at 40 Hz and 320 Hz) indicate that
spectral balance within active stimuli is discriminable independent of overall intensity,
and that the spatial variation (texture) within the target is easier to detect
at 320 Hz that at 40 Hz.
The third system developed (again 6 × 4 contactors at 2 mm spacing) was a lightweight modular stimulator developed for fingertip and thumb grasping tasks;
furthermore it was integrated with force-feedback on each digit and a complex
graphical display, forming a multi-modal Virtual Reality device for the display of
virtual textiles. It is capable of broadband stimulation with real-time generated
outputs derived from a physical model of the fabric surface. In an evaluation study,
virtual textiles generated from physical measurements of real textiles were ranked
in categories reflecting key mechanical and textural properties. The results were
compared with a similar study performed on the real fabrics from which the virtual
textiles had been derived. There was good agreement between the ratings of the
virtual textiles and the real textiles, indicating that the virtual textiles are a good
representation of the real textiles and that the system is delivering appropriate
cues to the user
Multimodality in VR: A survey
Virtual reality (VR) is rapidly growing, with the potential to change the way we create and consume content. In VR, users integrate multimodal sensory information they receive, to create a unified perception of the virtual world. In this survey, we review the body of work addressing multimodality in VR, and its role and benefits in user experience, together with different applications that leverage multimodality in many disciplines. These works thus encompass several fields of research, and demonstrate that multimodality plays a fundamental role in VR; enhancing the experience, improving overall performance, and yielding unprecedented abilities in skill and knowledge transfer
Haptics: Science, Technology, Applications
This open access book constitutes the proceedings of the 12th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2020, held in Leiden, The Netherlands, in September 2020. The 60 papers presented in this volume were carefully reviewed and selected from 111 submissions. The were organized in topical sections on haptic science, haptic technology, and haptic applications. This year's focus is on accessibility
Musical Haptics
Haptic Musical Instruments; Haptic Psychophysics; Interface Design and Evaluation; User Experience; Musical Performanc
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