156 research outputs found
GiAnt: stereoscopic-compliant multi-scale navigation in VEs
International audienceNavigation in multi-scale virtual environments (MSVE) requires the adjustment of the navigation parameters to ensure optimal navigation experiences at each level of scale. In particular, in immersive stereoscopic systems, e.g. when performing zoom-in and zoom-out operations, the navigation speed and the stereoscopic rendering parameters have to be adjusted accordingly. Although this adjustment can be done manually by the user, it can be complex, tedious and strongly depends on the virtual environment. In this work we propose a new multi-scale navigation technique named GiAnt (GIant/ANT) which automatically and seamlessly adjusts the navigation speed and the scale factor of the virtual environment based on the user's perceived navigation speed. The adjustment ensures an almost-constant perceived navigation speed while avoiding diplopia effects or diminished depth perception due to improper stereoscopic rendering configurations. The results from the conducted user evaluation shows that GiAnt is an efficient multi-scale navigation which minimizes the changes of the scale factor of the virtual environment compared to state-of-the-art multi-scale navigation techniques
VIRTUAL REALITY & SPORT
This applied session deals with the design of immersive environments for human motion performance analysis. In a first part of the session, a theoretical presentation describes the aims and scopes of such type of experiments. In a second part of the session, a review of the available immersive systems will be exposed. Finally, a practical framework will be designed in real-time with the attendees: a low-cost immersive environment based on a Microsoft Kinect, a Razer Hydra and an Oculus Rift Head Mounted Display device. We will develop an experiment to analyse perception-action coupling in soccer with simulated virtual opponents enabling to analyse the decision-making of a real goalkeeper
Move or Push? Studying Pseudo-Haptic Perceptions Obtained with Motion or Force Input
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
Leveraging Tendon Vibration to Enhance Pseudo-Haptic Perceptions in VR
Pseudo-haptic techniques are used to modify haptic perception by
appropriately changing visual feedback to body movements. Based on the
knowledge that tendon vibration can affect our somatosensory perception, this
paper proposes a method for leveraging tendon vibration to enhance
pseudo-haptics during free arm motion. Three experiments were performed to
examine the impact of tendon vibration on the range and resolution of
pseudo-haptics. The first experiment investigated the effect of tendon
vibration on the detection threshold of the discrepancy between visual and
physical motion. The results indicated that vibrations applied to the inner
tendons of the wrist and elbow increased the threshold, suggesting that tendon
vibration can augment the applicable visual motion gain by approximately 13\%
without users detecting the visual/physical discrepancy. Furthermore, the
results demonstrate that tendon vibration acts as noise on haptic motion cues.
The second experiment assessed the impact of tendon vibration on the resolution
of pseudo-haptics by determining the just noticeable difference in
pseudo-weight perception. The results suggested that the tendon vibration does
not largely compromise the resolution of pseudo-haptics. The third experiment
evaluated the equivalence between the weight perception triggered by tendon
vibration and that by visual motion gain, that is, the point of subjective
equality. The results revealed that vibration amplifies the weight perception
and its effect was equivalent to that obtained using a gain of 0.64 without
vibration, implying that the tendon vibration also functions as an additional
haptic cue. Our results provide design guidelines and future work for enhancing
pseudo-haptics with tendon vibration.Comment: This paper has been accepted by IEEE TVC
Electrotactile feedback applications for hand and arm interactions: A systematic review, meta-analysis, and future directions
Haptic feedback is critical in a broad range of
human-machine/computer-interaction applications. However, the high cost and low
portability/wearability of haptic devices remain unresolved issues, severely
limiting the adoption of this otherwise promising technology. Electrotactile
interfaces have the advantage of being more portable and wearable due to their
reduced actuators' size, as well as their lower power consumption and
manufacturing cost. The applications of electrotactile feedback have been
explored in human-computer interaction and human-machine-interaction for
facilitating hand-based interactions in applications such as prosthetics,
virtual reality, robotic teleoperation, surface haptics, portable devices, and
rehabilitation. This paper presents a technological overview of electrotactile
feedback, as well a systematic review and meta-analysis of its applications for
hand-based interactions. We discuss the different electrotactile systems
according to the type of application. We also discuss over a quantitative
congregation of the findings, to offer a high-level overview into the
state-of-art and suggest future directions. Electrotactile feedback systems
showed increased portability/wearability, and they were successful in rendering
and/or augmenting most tactile sensations, eliciting perceptual processes, and
improving performance in many scenarios. However, knowledge gaps (e.g.,
embodiment), technical (e.g., recurrent calibration, electrodes' durability)
and methodological (e.g., sample size) drawbacks were detected, which should be
addressed in future studies.Comment: 18 pages, 1 table, 8 figures, under review in Transactions on
Haptics. This work has been submitted to the IEEE for possible publication.
Copyright may be transferred without notice, after which this version may no
longer be accessible.Upon acceptance of the article by IEEE, the preprint
article will be replaced with the accepted versio
Cybersickness in Virtual Reality Questionnaire (CSQ-VR):A validation and comparison against SSQ and VRSQ
Cybersickness is a drawback of virtual reality (VR), which also affects the cognitive and motor skills of the users. The Simulator Sickness Questionnaire (SSQ), and its variant, the Virtual Reality Sickness Questionnaire (VRSQ) are two tools that measure cybersickness. However, both tools suffer from important limitations, which raises concerns about their suitability. Two versions of the Cybersickness in VR Questionnaire (CSQ-VR), a paper-and-pencil and a 3D âVR version, were developed. Validation and comparison of CSQ-VR against SSQ and VRSQ were performed. Thirty-nine participants were exposed to 3 rides with linear and angular accelerations in VR. Assessments of cognitive and psychomotor skills were performed at baseline and after each ride. The validity of both versions of CSQ_VR was confirmed. Notably, CSQ-VR demonstrated substantially better internal consistency than both SSQ and VRSQ. Also, CSQ-VR scores had significantly better psychometric properties in detecting a temporary decline in performance due to cybersickness. Pupil size was a significant predictor of cybersickness intensity. In conclusion, the CSQ-VR is a valid assessment of cybersickness, with superior psychometric properties to SSQ and VRSQ. The CSQ-VR enables the assessment of cybersickness during VR exposure, and it benefits from examining pupil size, a biomarker of cybersickness. Â </p
Avatar et Sentiment d'Incarnation : Ătude de la prĂ©fĂ©rence relative entre l'apparence, le contrĂŽle et le point de vue
International audienceEn réalité virtuelle, un certain nombre d'études ont été menées pour évaluer l'influence de l'apparence de l'avatar, du contrÎle de l'avatar et du point de vue de l'utilisateur sur le sentiment d'incarnation d'un avatar virtuel. Cependant, ces études ont tendance à explorer chaque facteur de maniÚre isolée. Cet article vise à mieux comprendre les interrelations entre ces trois facteurs en menant une expérience d'appariement subjectif. Dans l'expérience présentée (n=40), les participants devaient retrouver un sentiment d'incarnation élevé resenti dans une configuration d'avatar optimale (avatar réaliste, capture de mouvements du corps entier, point de vue à la premiÚre personne), en commençant par une configuration minimale (avatar minimal, aucun contrÎle, point de vue de la troisiÚme personne), et en augmentant itérativement le niveau de chaque facteur. Les choix des participants donnent un aperçu de leurs préférences et de leur perception des trois facteurs considérés. De plus, la procédure d'appariement subjectif a été menée dans le cadre de quatre tùches d'interaction différentes dans le but de couvrir un large éventail d'actions qu'un utilisateur peut effectuer à travers un avatar dans un environnement virtuel. Les résultats de l'expérience d'appariement subjectif montrent que les niveaux de point de vue et de contrÎle ont été constamment augmentés par les utilisateurs avant les niveaux d'apparence lorsqu'il s'agit d'améliorer l'incarnation. Ensuite, plusieurs configurations ont été identifiées avec des sentiments d'incarnation équivalents à celui ressenti dans la configuration optimale, mais qui varient entre les tùches. Pris ensemble, nos résultats fournissent des indications précieuses sur les facteurs à privilégier pour améliorer le sentiment d'incarnation envers un avatar dans différentes tùches, et sur les configurations qui permettent de donner une incarnation suffisante dans l'environnement virtuel
Audio-Visual Attractors for Capturing Attention to the Screens When Walking in CAVE Systems
International audienceIn four-sided CAVE-like VR systems, the absence of the rear wall has been shown to decrease the level of immersion and can introduce breaks in presence. In this paper it is investigated to which extent user's attention can be driven by visual and auditory stimuli in a four-sided CAVE-like system. An experiment was conducted in order to analyze how user attention is diverted while physically walking in a virtual environment, when audio and/or visual attractors are present. The foursided CAVE used in the experiment allowed to walk up to 9m in straight line. An additional key feature in the experiment is the fact that auditory feedback was delivered through binaural audio rendering techniques via non-personalized head related transfer functions (HRTFs). The audio rendering was dependent on the user's head position and orientation, enabling localized sound rendering. The experiment analyzed how different "attractors" (audio and/or visual, static or dynamic) modify the user's attention. The results of the conducted experiment show that audio-visual attractors are the most efficient attractors in order to keep the user's attention toward the inside of the CAVE. The knowledge gathered in the experiment can provide guidelines to the design of virtual attractors in order to keep the attention of the user and avoid the "missing wall". Index Terms: Audi
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