6 research outputs found

    Development of a low-cost multimodal VR system for engineering design

    Get PDF
    Virtual Reality technologies are available at a lower cost than ever before. However, such systems are developed mainly for the consumer market, and inaccuracies in spatial judgements may make them unsuitable for specific applications like Engineering Design. There is evidence to suggest that the addition of haptic feedback may improve spatial judgements, but most commercially available haptic systems are impractical and unaffordable outside of specialist research settings and large enterprises. We describe the challenges for developing a multimodal VR system using only low-cost off-the-shelf technologies, and demonstrate a working prototype of a system which aims to overcome these issues

    Multimodal “sensory illusions” for improving spatial awareness in virtual environments

    Get PDF
    Inaccurate judgement of distances in virtual environments (VEs) restricts their usefulness for engineering development, in which engineers must have a good understanding of the spaces they are designing. Multimodal feedback can improve depth perception in VEs, but this has yet to be implemented and tested in engineering applications with systems which provide haptic feedback to the body. The project reported in this paper will develop a multimodal VE to improve engineers’ understanding of 3D spaces. It will test the concept of “sensory illusions” where the point of collision in the VE differs to the point of haptic feedback on the body. This will permit the use of fewer vibrotactile devices and therefore the development of a more wearable system. This paper describes related work in multisensory and tactile stimulation which suggests that our perception of a stimulus is not fixed to the point of contact

    Multimodal "Sensory Illusions" for Improving Spatial Awareness in Virtual Environments

    Full text link
    Inaccurate judgement of distances in virtual environments (VEs) restricts their usefulness for engineering development, in which engineers must have a good understanding of the spaces they are designing. Multimodal feedback can improve depth perception in VEs, but this has yet to be implemented and tested in engineering applications with systems which provide haptic feedback to the body. The project reported in this paper will develop a multimodal VE to improve engineers’ understanding of 3D spaces. It will test the concept of “sensory illusions” where the point of collision in the VE differs to the point of haptic feedback on the body. This will permit the use of fewer vibrotactile devices and therefore the development of a more wearable system. This paper describes related work in multisensory and tactile stimulation which suggests that our perception of a stimulus is not fixed to the point of contact

    Virtual gardening for elderly social health and well-being

    Full text link
    Virtual gardening for elderly social health and well-being creates a user-centred design that generates forms of communication which exists remotely through telecommunications and assists to create an alternative to the physical society experienced by elderly people living in contemporary westernised culture, including a group of Korean elderly who participated in this research. This research discusses how the elderly needs of social well-being, community, social&participatory media, and the virtual space can suggest a developed elderly community medium by creating a virtual portal for the elderly people to meet and communicate around the series of activities associated with gardening and social interaction. The research develops a final design work. It is a community garden project with five participating Korean elderly who demands to re-gain their social well-being and community between the other participants who all live in remote locations. The community garden, or the virtual garden for the elderly , is composed of a community website and a physical garden which was installed for a user-test between the period of December 2011 and January 2012. The social community created in the virtual garden for the elderly made the interactions in the community take place virtually , by communicating with the other participants using the telepresence medium provided on the website. The community also potentially provided an analogous experience of the traditional community life as the participants rostered a volunteer to work as a gardener at the physical garden, while the other participants can remotely access the gardener. Arguably, the community of the virtual garden for the elderly affected on enhancing social well-being/health of the elderly participants, as it provided them with a social community and a better relationship between each other

    The Influence of Acute Stress on the Perception of Robot Emotional Body Language: Implications for Robot Design in Healthcare and Other High-Risk Domains

    Get PDF
    University of Minnesota Ph.D. dissertation. July 2017. Major: Human Factors/Ergonomics. Advisors: Kathleen Harder, Wilma Koutstaal. 1 computer file (PDF); viii, 131 pages.In coming years, emotionally expressive social robots will permeate many facets of our lives. Yet, although researchers have explored robot design parameters that may facilitate human-robot interaction, remarkably little attention has been paid to the human perceptual and other psychological factors that may impact human ability to engage with robots. In high-risk settings, such as healthcare—where the use of robots is expected to increase markedly—it is paramount to understand the influence of a patient’s stress level, temperament, and attitudes towards robots as negative interactions could harm a patient’s experience and hinder recovery. Using a novel between-subject paradigm, we investigated how the experimental induction of acute physiological and cognitive stress versus low stress influences perception of normed robot emotional body language as conveyed by a physically-present versus virtual reality generated robot. Following high or low stress induction, participants were asked to rate the valence (negative/unhappy to positive/happy) and level of arousal (calm/relaxed to animated/excited) conveyed by poses in five emotional categories: negative valence-high arousal, negative valence-low arousal, neutral, positive valence-low arousal, positive valence-high arousal. Poses from the categories were randomly intermixed and each pose was presented two or three times. Ratings were then correlated with temperament (as assessed by the Adult Temperament Questionnaire), attitudes towards and experience with robots (a new questionnaire that included measures from the Godspeed Scales and Negative Attitudes about Robots Survey), and chronic stress. The acute stress induction especially influenced the evaluation of high arousal poses – both negative and positive – with both valence and arousal rated lower under high than low stress. Repeated presentation impacted perception of low arousal (negative and positive) and neutral poses, with increases in perceived valence and arousal for later presentations. There were also effects of robot type specifically for positively-valenced emotions, such that these poses were rated as more positive for the physically-present than virtually-instantiated robot. Temperament was found to relate to emotional robot body language. Trait positive affect was associated with higher valence ratings for positive and neutral poses. Trait negative affect was correlated with higher arousal ratings for negative valence-low arousal poses. Subcategories within the robot attitudes questionnaire were correlated with emotional robot poses and temperament. To our knowledge this dissertation is the first exploration of the effects of acute and chronic stress on human perception of robot emotional body language, with implications for robot design, both physical and virtual. Given the largely parallel findings that we observed for the poses presented by the physically-present versus virtually-instantiated robot, it is proposed that the use of virtual reality may provide a viable "sandbox" tool for more efficiently and thoroughly experimenting with possible robot designs, and variants in their emotional expressiveness. Broader psychological, physiological, and other factors that designers should consider as they create robots for high-risk applications are also discussed
    corecore