838 research outputs found
A Framework to Illustrate Kinematic Behavior of Mechanisms by Haptic Feedback
The kinematic properties of mechanisms are well known by the researchers and
teachers. The theory based on the study of Jacobian matrices allows us to
explain, for example, the singular configuration. However, in many cases, the
physical sense of such properties is difficult to explain to students. The aim
of this article is to use haptic feedback to render to the user the
signification of different kinematic indices. The framework uses a Phantom Omni
and a serial and parallel mechanism with two degrees of freedom. The
end-effector of both mechanisms can be moved either by classical mouse, or
Phantom Omni with or without feedback
Exploring Oculus Rift: A Historical Analysis of the ‘Virtual Reality’ Paradigm
This paper will first provide background information about Virtual Reality in order to better analyze its development throughout history and into the future. Next, this essay begins an in-depth historical analysis of how virtual reality has developed prior to 1970, a pivotal year in Virtual Reality history, followed by an exploration of how this development paradigm shifted between the 1970\u27s and the turn of the century. The historical analysis of virtual reality is concluded by covering the modern period from 2000-present. Finally, this paper examines the layout of the virtual reality field in respect to he history and innovations presented
Cognitive factors associated with immersion in virtual environments
Immersion into the dataspace provided by a computer, and the feeling of really being there or 'presence', are commonly acknowledged as the uniquely important features of virtual reality environments. How immersed one feels appears to be determined by a complex set of physical components and affordances of the environment, and as yet poorly understood psychological processes. Pimentel and Teixeira say that the experience of being immersed in a computer-generated world involves the same mental shift of 'suspending your disbelief for a period of time' as 'when you get wrapped up in a good novel or become absorbed in playing a computer game'. That sounds as if it could be right, but it would be good to get some evidence for these important conclusions. It might be even better to try to connect these statements with theoretical positions that try to do justice to complex cognitive processes. The basic precondition for understanding Virtual Reality (VR) is understanding the spatial representation systems that localize our bodies or egocenters in space. The effort to understand these cognitive processes is being driven with new energy by the pragmatic demands of successful virtual reality environments, but the literature is largely sparse and anecdotal
Virtual reality for psycho-education on self-stigma in depression:Design of a randomised controlled trial
Background: Major Depressive Disorder (MDD) is a prevalent and disabling mental health condition. Patients with MDD often deal with self-stigma, which can lead to more depressive symptoms. Psychoeducation about depression has proven to be effective in reducing depressive symptomatology and self-stigma. Involving a significant other in psychoeducation for depression, might increase mutual understanding. Virtual reality (VR) offers the opportunity to experience the perspective of having or living with someone with a mental condition. For this study an immersive VR environment is developed. The main objective of this study is to test whether our VR psychoeducation intervention is more successful in reducing self-stigma than standard psychoeducation for MDD.Methods: In this randomised controlled trial (RCT), 80 couples of patients and their significant other will be included and randomly assigned to one of two conditions: the VR psychoeducation intervention and standard psychoeducation. Patients will be aged 18 to 65, diagnosed with MDD. The main study parameter is self-stigma, as measured by the Internalized Stigma of Mental Illness scale. Secondary parameters include depressive symptoms, loneliness and perceived social support for the patient and burden of care and quality of life for the significant other.Limitations: No control for nonspecific factors, limited individual adjustment, patients are not able to participate without a significant other.Conclusions: VR might open up the opportunity to reduce self-stigma and thereby improve the efficacy of psychoeducation in MDD.</p
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Art museums and the incorporation of virtual reality: Examining the impact of VR on spatial and social norms
Art museums implicate established spatial and social norms. The norms that shape these behaviours are not fixed, but rather subject to change as the sociality and physicality of these spaces continues to develop. In recent years, the re-emergence of virtual reality (VR) has led to this technology being incorporated into art museums in the form of VR-based exhibits. While a growing body of research now explores the various applications, uses and effects of VR, there is a notable dearth of studies examining the impact VR might be having on the spatial and social experience of art museums. This article, therefore, reports on an original research project designed to address these concerns. The project was conducted at Anise Gallery in London, United Kingdom, between June and July 2018 and focused on the multisensory, and VR-based, exhibition, Scents of Shad Thames. The research involved 19 semi-structured interviews with participants who had just experienced this exhibition. Drawing on scholarly literature that surrounds the spatial and social norms pertaining to art museums, this study advances along three lines. First, the research explores whether the inclusion of VR might alter the practice of people watching, which is endemic of this setting. Second, the research explores whether established ways of navigating the physical setting of art museums might influence how users approach the digital space of VR. Third, the research examines whether the incorporation of VR might produce a qualitatively different experience of the art museum as a shared social space
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