3,144 research outputs found

    Symmetric and asymmetric action integration during cooperative object manipulation in virtual environments

    Get PDF
    Cooperation between multiple users in a virtual environment (VE) can take place at one of three levels. These are defined as where users can perceive each other (Level 1), individually change the scene (Level 2), or simultaneously act on and manipulate the same object (Level 3). Despite representing the highest level of cooperation, multi-user object manipulation has rarely been studied. This paper describes a behavioral experiment in which the piano movers' problem (maneuvering a large object through a restricted space) was used to investigate object manipulation by pairs of participants in a VE. Participants' interactions with the object were integrated together either symmetrically or asymmetrically. The former only allowed the common component of participants' actions to take place, but the latter used the mean. Symmetric action integration was superior for sections of the task when both participants had to perform similar actions, but if participants had to move in different ways (e.g., one maneuvering themselves through a narrow opening while the other traveled down a wide corridor) then asymmetric integration was superior. With both forms of integration, the extent to which participants coordinated their actions was poor and this led to a substantial cooperation overhead (the reduction in performance caused by having to cooperate with another person)

    Constructing sonified haptic line graphs for the blind student: first steps

    Get PDF
    Line graphs stand as an established information visualisation and analysis technique taught at various levels of difficulty according to standard Mathematics curricula. It has been argued that blind individuals cannot use line graphs as a visualisation and analytic tool because they currently primarily exist in the visual medium. The research described in this paper aims at making line graphs accessible to blind students through auditory and haptic media. We describe (1) our design space for representing line graphs, (2) the technology we use to develop our prototypes and (3) the insights from our preliminary work

    Substitutional reality:using the physical environment to design virtual reality experiences

    Get PDF
    Experiencing Virtual Reality in domestic and other uncontrolled settings is challenging due to the presence of physical objects and furniture that are not usually defined in the Virtual Environment. To address this challenge, we explore the concept of Substitutional Reality in the context of Virtual Reality: a class of Virtual Environments where every physical object surrounding a user is paired, with some degree of discrepancy, to a virtual counterpart. We present a model of potential substitutions and validate it in two user studies. In the first study we investigated factors that affect participants' suspension of disbelief and ease of use. We systematically altered the virtual representation of a physical object and recorded responses from 20 participants. The second study investigated users' levels of engagement as the physical proxy for a virtual object varied. From the results, we derive a set of guidelines for the design of future Substitutional Reality experiences

    Sensory Properties in Fusion of Visual/Haptic Stimuli Using Mixed Reality

    Get PDF
    When we recognize objects, multiple sensory informa-tion (e.g., visual, auditory, and haptic) is used with fusion. For example, both eyes and hands provide rele-vant information about an object’s shape. We investi-gate how sensory stimuli interact with each other. For that purpose, we developed a system that gives hap-tic/visual sensory fusion using a mixed reality tech-nique. Our experiments show that the haptic stimulus seems to be affected by visual stimulus when a dis-crepancy exists between vision and haptic stimuli

    Exploring virtual reality object perception following sensory-motor interactions with different visuo-haptic collider properties.

    Get PDF
    Interacting with the environment often requires the integration of visual and haptic information. Notably, perceiving external objects depends on how our brain binds sensory inputs into a unitary experience. The feedback provided by objects when we interact (through our movements) with them might then influence our perception. In VR, the interaction with an object can be dissociated by the size of the object itself by means of 'colliders' (interactive spaces surrounding the objects). The present study investigates possible after-effects in size discrimination for virtual objects after exposure to a prolonged interaction characterized by visual and haptic incongruencies. A total of 96 participants participated in this virtual reality study. Participants were distributed into four groups, in which they were required to perform a size discrimination task between two cubes before and after 15 min of a visuomotor task involving the interaction with the same virtual cubes. Each group interacted with a different cube where the visual (normal vs. small collider) and the virtual cube's haptic (vibration vs. no vibration) features were manipulated. The quality of interaction (number of touches and trials performed) was used as a dependent variable to investigate the performance in the visuomotor task. To measure bias in size perception, we compared changes in point of subjective equality (PSE) before and after the task in the four groups. The results showed that a small visual collider decreased manipulation performance, regardless of the presence or not of the haptic signal. However, change in PSE was found only in the group exposed to the small visual collider with haptic feedback, leading to increased perception of the cube size. This after-effect was absent in the only visual incongruency condition, suggesting that haptic information and multisensory integration played a crucial role in inducing perceptual changes. The results are discussed considering the recent findings in visual-haptic integration during multisensory information processing in real and virtual environments

    Move or Push? Studying Pseudo-Haptic Perceptions Obtained with Motion or Force Input

    Full text link
    Pseudo-haptics techniques are interesting alternatives for generating haptic perceptions, which entails the manipulation of haptic perception through the appropriate alteration of primarily visual feedback in response to body movements. However, the use of pseudo-haptics techniques with a motion-input system can sometimes be limited. This paper investigates a novel approach for extending the potential of pseudo-haptics techniques in virtual reality (VR). The proposed approach utilizes a reaction force from force-input as a substitution of haptic cue for the pseudo-haptic perception. The paper introduced a manipulation method in which the vertical acceleration of the virtual hand is controlled by the extent of push-in of a force sensor. Such a force-input manipulation of a virtual body can not only present pseudo-haptics with less physical spaces and be used by more various users including physically handicapped people, but also can present the reaction force proportional to the user's input to the user. We hypothesized that such a haptic force cue would contribute to the pseudo-haptic perception. Therefore, the paper endeavors to investigate the force-input pseudo-haptic perception in a comparison with the motion-input pseudo-haptics. The paper compared force-input and motion-input manipulation in a point of achievable range and resolution of pseudo-haptic weight. The experimental results suggest that the force-input manipulation successfully extends the range of perceptible pseudo-weight by 80\% in comparison to the motion-input manipulation. On the other hand, it is revealed that the motion-input manipulation has 1 step larger number of distinguishable weight levels and is easier to operate than the force-input manipulation.Comment: This paper is now under review for IEEE Transactions on Visualization and Computer Graphic
    corecore