301 research outputs found

    MetaSpace II: Object and full-body tracking for interaction and navigation in social VR

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    MetaSpace II (MS2) is a social Virtual Reality (VR) system where multiple users can not only see and hear but also interact with each other, grasp and manipulate objects, walk around in space, and get tactile feedback. MS2 allows walking in physical space by tracking each user's skeleton in real-time and allows users to feel by employing passive haptics i.e., when users touch or manipulate an object in the virtual world, they simultaneously also touch or manipulate a corresponding object in the physical world. To enable these elements in VR, MS2 creates a correspondence in spatial layout and object placement by building the virtual world on top of a 3D scan of the real world. Through the association between the real and virtual world, users are able to walk freely while wearing a head-mounted device, avoid obstacles like walls and furniture, and interact with people and objects. Most current virtual reality (VR) environments are designed for a single user experience where interactions with virtual objects are mediated by hand-held input devices or hand gestures. Additionally, users are only shown a representation of their hands in VR floating in front of the camera as seen from a first person perspective. We believe, representing each user as a full-body avatar that is controlled by natural movements of the person in the real world (see Figure 1d), can greatly enhance believability and a user's sense immersion in VR.Comment: 10 pages, 9 figures. Video: http://living.media.mit.edu/projects/metaspace-ii

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

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    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

    Monitoring a Realistic Virtual Hand using a Passive Haptic Device to Interact with Virtual Worlds

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    We present a prototype of a hands-on immersive peripheral device for controlling a virtual hand with high dexterity. This prototype is as easy as a mouse to use and allows the control of a high number of degrees of freedom (dofs) with tactile feedback. The goals corresponding to design issues, physiological behaviors, include the choice of sensors’ technology and their position on the device, low forces exerted while using the device, relevant multi-sensorial feedback, performance of achieved tasks

    Evaluating Remapped Physical Reach for Hand Interactions with Passive Haptics in Virtual Reality

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    Virtual reality applications often make use of motion tracking to incorporate physical hand movements into interaction techniques for selection and manipulation techniques of virtual objects. To increase realism and allow direct hand interaction, real-world physical objects can be aligned with virtual objects to provide tactile feedback and physical grasping. However, unless a physical space is custom configured to match a specific virtual reality experience, the ability to perfectly match the physical and virtual objects is limited. Our research addresses this challenge by studying methods that allow one physical object to be mapped to multiple virtual objects that can exist as different virtual locations in an egocentric reference frame. We study two such techniques: one that introduces a static translational offset between the virtual and physical hand before a hand reach, and one that dynamically interpolates the position of the virtual hand during a reaching motion. We conducted two controlled experiments to assess how the two techniques affect reaching effectiveness, comfort, and ability to adapt to the remapping techniques when reaching for objects with different types of mismatches between physical and virtual locations. In addition, we present a case study to demonstrate how the hand remapping techniques could be used in an immersive game application to support realistic hand interaction while optimizing usability. With our results, we discuss future considerations for how to best implement passive haptics with remapping techniques and provide guidelines for effective implementation

    Does a presentation Media Influence the Evaluation of Consumer Products? A Comparative Study to Evaluate Virtual Reality, Virtual Reality with Passive Haptics and a Real Setting

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    Technologies based on image offer a high potential to present consumers with products by focusing on their visual characteristics, but lack the capacity to physically interact with an object, which can compromise how consumer products are evaluated. The present study aims to analyse the influence of different presentation media on how users perceive the product by comparing the evaluation of a piece of furniture made by a sample of 203 users, which was presented in three different settings: a real setting (R), a Virtual Reality setting (VR) and a Virtual Reality with Passive Haptics setting (VRPH). To evaluate the product in the different settings, a semantic differential scale was built that comprised 12 bipolar pairs of adjectives. To study the results, the descriptive statistics for the semantic differential scales were analysed, a study about the frequency of repetition was conducted of each evaluation, a Kruskal-Wallis test was conducted and Dunn’s post hoc tests were performed. The results showed that the presentation media of a piece of furniture influenced the evaluation of how users perceived it. These results also revealed that the haptic interaction with a product influenced how users perceived it compared to an exclusively visual interaction

    Ad-hoc study on soldiers calibration procedure in Virtual Reality

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    International audienceFrench Army infantrymen's are equipped today with a combat system called FELIN, which includes an infrared sighting device: the IR sight. One of the first manipulations learned by the soldier is the IR sight calibration. Currently, calibration training is a two-step process. The first step consists of practicing on a 2D WIMP software until making no mistakes. Then, the soldiers can apply his knowledge in the real situation on the shooting range. In this paper, we present an ad-hoc study of a learning method including a prototype in Virtual Reality for training on the FELIN IR sight calibration procedure. It has been experimented on real infantrymen learners in an infantry school. Results showed an attractive added value of Virtual Reality in this specific use case. It improved the learners' intrinsic motivation to repeat the training task as well as the learning efficiency. It also helped the training team to identify specific mistake types not detected by the traditional learning software

    Consumer Subjective Impressions in Virtual Reality Environments: The Role of the Visualization Technique in Product Evaluation

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    The availability and affordability of consumer virtual reality (VR) devices have fueled their adoption during the product design process. High fidelity virtual prototypes can be created more quickly and are more cost-effective than using traditional methods, but certain product features are still difficult to evaluate, resulting in perceptual differences when a product is assessed using different visualization techniques. In this paper, we report two case studies in which a group of participants evaluated different designs of a product typology (i.e., a watering can) as presented in VR, VR with passive haptics (VRPH) and in a real setting (R) for the first case study, and VR and R for the second case study. The semantic differential technique was used for product evaluation, and an inferential statistical method using aligned rank transform (ART) proceedings was applied to determine perceptual differences between groups. Our results showed that product characteristics assessed by touch are the most susceptible to being affected by the environment, while the user background can have an effect in some product features

    Feasibility and effect of low-cost haptics on user immersion in virtual environments

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    Since the later 1990s research into Immersion, Presence and Interactivity in the context of digital media has been steadily evolving into an exciting area of experimentation, fuelled by advances in the visual, audio and tracking capabilities of Virtual Reality (VR) equipment, thanks to these improvements studies into the effectiveness of this equipment in producing an immersive experience are now possible. This is most commonly achieved by measuring the perceived level of Presence experienced by participants in virtual environments, with the higher the sense of Presence created, the more effective a VR system is deemed to be. However, due to the current limitations of Haptic interaction methods investigation into the role that touch plays in generating this sense of Presence is somewhat restricted. Following a structured process of design and research work, this project presents a new approach to creating Haptic Interaction by deploying a Haptic Prototyping Toolkit that enables Passive Haptic Interactions in Virtual Environments. The findings of this work provide the foundations for future research into the development of interaction methods of this type
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