7 research outputs found

    Using binaural audio for inducing intersensory illusions to create illusory tactile feedback in virtual reality

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    Virtual reality has the potential to simulate a variety of real-world scenarios for training- and entertainment-purposes, as it has the ability to induce a sense of “presence”: the illusion that the user is physically transported to another location and is really “there”. VR and VR-technologies have seen a recent market resurgence due to the arrival of affordable, mass-market VR-display systems, such as the Oculus Rift, HTC Vive, PlayStation VR, Samsung GearVR, and Google Cardboard. However, the use of tactile feedback to convey information about the virtual environment is often lacking in VR applications. This study addresses this lack by proposing the use of binaural audio in VR to induce illusory tactile feedback. This is done by examining the literature on intersensory illusions as well as the relationship between audio and tactile feedback to inform the design of a software prototype that is able to induce the desired feedback. This prototype is used to test the viability of such an approach to induce illusory tactile feedback and to investigate the nature of this feedback. The software prototype is used to collect data from users regarding their experiences of this type of feedback and its underlying causes. Data collection is done through observation, questionnaires, interviews, and focus groups and the results indicate that the use of binaural audio in VR can be used to effectively induce an illusory sense of tactile feedback in the absence of real-world feedback. This study contributes insights regarding the nature of illusory sensations in VR, focusing on touch-sensations. This study also provides consolidated definitions of immersion and presence as well as a consolidated list of aspects of immersion, both of which are used to detail the relationship between immersion, presence, and illusory tactile feedback. Findings provide insight into the relationship between the design of audio in VR and its ability to alter perception in the tactile modality. Findings also provide insight into aspects of VR, such as presence and believability, and their relationship to perception across various sensory modalities.Dissertation (MIS)--University of Pretoria 2018.Information ScienceMISUnrestricte

    Creating pseudo-tactile feedback in virtual reality using shared crossmodal properties of audio and tactile feedback

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    Virtual reality has the potential to enhance a variety of real-world training and entertainment applications by creating the illusion that a user of virtual reality is physically present inside the digitally created environment. However, the use of tactile feedback to convey information about this environment is often lacking in VR applications. New methods for inducing a degree of tactile feedback in users are described, which induced the illusion of a tactile experience, referred to as pseudo-tactile feedback. These methods utilised shared properties between audio and tactile feedback that can be crossmodally mapped between the two modalities in the design of a virtual reality prototype for a qualitative usability study in order to test the effectiveness and underlying causes of such feedback in the total absence of any real-world tactile feedback. Results show that participants required believable audio stimuli that they could conceive as real-world textures as well a sense of hand-ownership to suspend disbelief and construct an internally consistent mental model of the virtual environment. This allowed them to conceive believable tactile sensations that result from interaction with virtual objects inside this environment.http://sacj.cs.uct.ac.zaInformation Scienc

    The experience of using virtual reality for interactive spatial visualisation of environmental data

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    Virtual reality possesses various properties that have the potential to be beneficial for the visualisation of spatial data, including intuitive gestural affordances for looking around and interacting with data and the illusion of being physically located within a virtual space. However, some properties of the medium might also be detrimental to this purpose, such as limitations of the display technology and the possibility of motion sickness. While the medium is already being used for a variety of 3D visualisation purposes, there is no formulation of clear use-cases for virtual reality as a visualisation tool based on medium-specific considerations. Our work provides a preliminary overview towards this purpose by comparing two versions of an application for visualising environmental data in a mine: a virtual reality version and a standard desktop version. Using an exploratory approach with 26 participants and both qualitative and quantitative methods, the results highlight the ability of virtual reality to engage with spatial cognition but also some pitfalls in the design of user interfaces for interacting with large datasets.Peer reviewe

    Virtual and Augmented Reality for Environmental Sustainability: A Systematic Review

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    In recent years, extended reality (XR) technology has seen a rise in use in environmental subjects, i.e., climate change or biodiversity loss, as a potential tool to inform and engage the public with current and future environmental issues. However, research on the potential of XR technology for environmental sustainability is still in the early stages, and there is no clear synthesis of the methods studied in this field. To provide a clearer view of existing approaches and research objectives, we systematically reviewed current literature dealing with XR use in environmental topics. Although the results indicate that the volume of literature exploring XR in environmental applications is increasing, empirical evidence of its impact is limited, hindering the possibility of presently drawing significant conclusions on its potential benefits. Based on our analyses, we identified thematic, theoretical, and methodological knowledge gaps and provide a guideline to aid future research in the field.Peer reviewe

    Personal account of remote teaching for tertiary education in a South African context

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    The COVID-19 pandemic has impacted education at all levels worldwide. This personal account documents some of the details of the shift to remote teaching in a South African context and discusses some opportunities and challenges present in this shift. The focus is on those issues that specifically apply to developing countries and some of these challenges created from a teaching perspective. Unexpected opportunities from the change in teaching methods are also discussed, which may provide insight for further directions of study.http://www.iospress.nl/journal/education-for-informationhj2021Information Scienc

    The effect of audio on the experience in virtual reality : a scoping review

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    The use of virtual reality (VR) has seen significant recent growth and presents opportunities for usein many domain areas. The use of head-mounted displays (HMDs) also presents uniqueopportunities for the implementation of audio feedback congruent with head and bodymovements, thus matching intuitive expectations. However, the use of audio in VR is stillundervalued and there is a lack of consistency within audio-centedd research in VR. To addressthis shortcoming and present an overview of this area of research, we conducted a scopingreview (n= 121) focusing on the use of audio in HMD-based VR and its effects on user/play experience. Results show a lack of standardization for common measures such as pleasantness and emphasize the context-specific ability of audio to influence a variety of affective, cognitive, and motivational measures, but are mixed for presence and generally lacking for social experiences and descriptive research.https://www.tandfonline.com/journals/TBITInformation ScienceSDG-09: Industry, innovation and infrastructur

    The effect of audio on the experience in virtual reality : a scoping review

    Get PDF
    The use of virtual reality (VR) has seen significant recent growth and presents opportunities for use in many domain areas. The use of head-mounted displays (HMDs) also presents unique opportunities for the implementation of audio feedback congruent with head and body movements, thus matching intuitive expectations. However, the use of audio in VR is still undervalued and there is a lack of consistency within audio-centedd research in VR. To address this shortcoming and present an overview of this area of research, we conducted a scoping review (n = 121) focusing on the use of audio in HMD-based VR and its effects on user/player experience. Results show a lack of standardisation for common measures such as pleasantness and emphasize the context-specific ability of audio to influence a variety of affective, cognitive, and motivational measures, but are mixed for presence and generally lacking for social experiences and descriptive research.publishedVersionPeer reviewe
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