844 research outputs found

    Natural Walking in Virtual Reality:A Review

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    Somatic ABC's: A Theoretical Framework for Designing, Developing and Evaluating the Building Blocks of Touch-Based Information Delivery

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    abstract: Situations of sensory overload are steadily becoming more frequent as the ubiquity of technology approaches reality--particularly with the advent of socio-communicative smartphone applications, and pervasive, high speed wireless networks. Although the ease of accessing information has improved our communication effectiveness and efficiency, our visual and auditory modalities--those modalities that today's computerized devices and displays largely engage--have become overloaded, creating possibilities for distractions, delays and high cognitive load; which in turn can lead to a loss of situational awareness, increasing chances for life threatening situations such as texting while driving. Surprisingly, alternative modalities for information delivery have seen little exploration. Touch, in particular, is a promising candidate given that it is our largest sensory organ with impressive spatial and temporal acuity. Although some approaches have been proposed for touch-based information delivery, they are not without limitations including high learning curves, limited applicability and/or limited expression. This is largely due to the lack of a versatile, comprehensive design theory--specifically, a theory that addresses the design of touch-based building blocks for expandable, efficient, rich and robust touch languages that are easy to learn and use. Moreover, beyond design, there is a lack of implementation and evaluation theories for such languages. To overcome these limitations, a unified, theoretical framework, inspired by natural, spoken language, is proposed called Somatic ABC's for Articulating (designing), Building (developing) and Confirming (evaluating) touch-based languages. To evaluate the usefulness of Somatic ABC's, its design, implementation and evaluation theories were applied to create communication languages for two very unique application areas: audio described movies and motor learning. These applications were chosen as they presented opportunities for complementing communication by offloading information, typically conveyed visually and/or aurally, to the skin. For both studies, it was found that Somatic ABC's aided the design, development and evaluation of rich somatic languages with distinct and natural communication units.Dissertation/ThesisPh.D. Computer Science 201

    Human Visual Navigation: Effects of Visual Context, Navigation Mode, and Gender

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    Abstract This thesis extends research on human visual path integration using optic flow cues. In three experiments, a large-scale path-completion task was contextualised within highly-textured authentic virtual environments. Real-world navigational experience was further simulated, through the inclusion of a large roundabout on the route. Three semi-surrounding screens provided a wide field of view. Participants were able to perform the task, but directional estimates showed characteristic errors, which can be explained with a model of distance misperception on the outbound roads of the route. Display and route layout parameters had very strong effects on performance. Gender and navigation mode were also influential. Participants consistently underestimated the final turn angle when simulated self-motion was viewed passively, on large projection screens in a driving simulator. Error increased with increasing size of the internal angle, on route layouts based on equilateral or isosceles triangles. A compressed range of responses was found. Higher overall accuracy was observed when a display with smaller desktop computer monitors was used; especially when simulated self-motion was actively controlled with a steering wheel and foot pedals, rather than viewed passively. Patterns and levels of error depended on route layout, which included triangles with non-equivalent lengths of the two outbound roads. A powerful effect on performance was exerted by the length of the "approach segment" on the route: that is, the distance travelled on the first outbound road, combined with the distance travelled between the two outbound roads on the roundabout curve. The final turn angle was generally overestimated on routes with a long approach segment (those with a long first road and a 60° or 90° internal angle), and underestimated on routes with a short approach segment (those with a short first road or the 120° internal angle). Accuracy was higher for active participants on routes with longer approach segments and on 90° angle trials, and for passive participants on routes with shorter approach segments and on 120° angle trials. Active participants treated all internal angles as 90° angles. Participants performed with lower overall accuracy when optic flow information was disrupted, through the intermittent presentation of self-motion on the small-screen display, in a sequence of static snapshots of the route. Performance was particularly impaired on routes with a long approach segment, but quite accurate on those with a short approach segment. Consistent overestimation of the final angle was observed, and error decreased with increasing size of the internal angle. Participants treated all internal angles as 120° angles. The level of available visual information did not greatly affect estimates, in general. The degree of curvature on the roundabout mainly influenced estimates by female participants in the Passive condition. Compared with males, females performed less accurately in the driving simulator, and with reduced optic flow cues; but more accurately with the small-screen display on layouts with a short approach segment, and when they had active control of the self-motion. The virtual environments evoked a sense of presence, but this had no effect on task performance, in general. The environments could be used for training navigational skills where high precision is not required

    Amplifying Actions - Towards Enactive Sound Design

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    Recently, artists and designers have begun to use digital technologies in order to stimulate bodily interaction, while scientists keep revealing new findings about sensorimotor contingencies, changing the way in which we understand human knowledge. However, implicit knowledge generated in artistic projects can become difficult to transfer and scientific research frequently remains isolated due to specific disciplinary languages and methodologies. By mutually enriching holistic creative approaches and highly specific scientific ways of working, this doctoral dissertation aims to set the foundation for Enactive Sound Design. It is focused on sound that engages sensorimotor experience that has been neglected within the existing design practices. The premise is that such a foundation can be best developed if grounded in transdisciplinary methods that bring together scientific and design approaches. The methodology adopted to achieve this goal is practice-based and supported by theoretical research and project analysis. Three different methodologies were formulated and evaluated during this doctoral study, based on a convergence of existing methods from design, psychology and human-computer interaction. First, a basic design approach was used to engage in a reflective creation process and to extend the existing work on interaction gestalt through hands-on activities. Second, psychophysical experiments were carried out and adapted to suit the needed shift from reception-based tests to a performance-based quantitative evaluation. Last, a set of participatory workshops were developed and conducted, within which the enactive sound exercises were iteratively tested through direct and participatory observation, questionnaires and interviews. A foundation for Enactive Sound Design developed in this dissertation includes novel methods that have been generated by extensive explorations into the fertile ground between basic design education, psychophysical experiments and participatory design. Combining creative practices with traditional task analysis further developed this basic design approach. The results were a number of abstract sonic artefacts conceptualised as the experimental apparatuses that can allow psychologists to study enactive sound experience. Furthermore, a collaboration between designers and scientists on a psychophysical study produced a new methodology for the evaluation of sensorimotor performance with tangible sound interfaces.These performance experiments have revealed that sonic feedback can support enactive learning. Finally, participatory workshops resulted in a number of novel methods focused on a holistic perspective fostered through a subjective experience of self-producing sound. They indicated the influence that such an approach may have on both artists and scientists in the future. The role of designer, as a scientific collaborator within psychological research and as a facilitator of participatory workshops, has been evaluated. Thus, this dissertation recommends a number of collaborative methods and strategies that can help designers to understand and reflectively create enactive sound objects. It is hoped that the examples of successful collaborations between designers and scientists presented in this thesis will encourage further projects and connections between different disciplines, with the final goal of creating a more engaging and a more aware sonic future.European Commission 6th Framework and European Science Foundation (COST Action

    Manipulating spatial distance in virtual reality: Effects on treadmill walking performance in patients with intermittent claudication

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    Research indicates that the manipulation of spatial distance between objects in a previously observed environment may go unnoticed when the categorical information of these objects, such as their order, matches that of memory for the environment. Using a repeated measures design, we investigated whether manipulations of spatial distance in virtual reality (VR) can influence treadmill exercise performance (i.e., walking distance) in patients with intermittent claudication; a cramping pain or discomfort in the legs, which occurs during exercise. Participants (N = 19) carried out four treadmill exercise sessions; one without VR and three with a VR environment to move through while walking. They were instructed to walk until the pain forced them to stop. All VR sessions contained the same environment, but in the second and third session it was ‘stretched’ and ‘compressed’. Walking distance was not influenced by the mere addition of VR. However, both VR manipulations led to greater walking distance than the VR baseline session and participants walked furthest when presented with the stretched environment. The results indicate that the manipulation of spatial distance in VR can be of clinical relevance; a finding that may be applied in the development of future medical applications.FSW - Self-regulation models for health behavior and psychopathology - ou
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