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Passive haptics significantly enhances virtual environments (2001)

by B E Insko
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Physiological Measures of Presence in Stressful Virtual Environments

by Michael Meehan, Brent Insko, Mary Whitton, Frederick P. Brooks - ACM Transactions on Graphics , 2002
"... A common measure of the quality or effectiveness of a virtual environment (VE) is the amount of presence it evokes in users. Presence is often defined as the sense of being there in a VE. There has been much debate about the best way to measure presence, and presence researchers need, and have sough ..."
Abstract - Cited by 101 (4 self) - Add to MetaCart
A common measure of the quality or effectiveness of a virtual environment (VE) is the amount of presence it evokes in users. Presence is often defined as the sense of being there in a VE. There has been much debate about the best way to measure presence, and presence researchers need, and have sought, a measure that is reliable, valid, sensitive, and objective. We hypothesized that to the degree that a VE seems real, it would evoke physiological responses similar to those evoked by the corresponding real environment, and that greater presence would evoke a greater response. To examine this, we conducted three experiments, the results of which support the use of physiological reaction as a reliable, valid, sensitive, and objective presence measure. The experiments compared participants ’ physiological reactions to a non-threatening virtual room and their reactions to a stressful virtual height situation. We found that change in heart rate satisfied our requirements for a measure of presence, change in skin conductance did to a lesser extent, and that change in skin temperature did not. Moreover, the results showed that inclusion of a passive haptic element in the VE significantly increased presence and that for presence evoked: 30FPS> 20FPS> 15FPS. Categories: I.3.7 [Computer Graphics]: Three-Dimensional
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...tly increases presence. This experiment was only one of a set of studies investigating the passive haptics hypothesis. The detailed design, results, and discussion for the set are reported elsewhere [=-=Insko 2001-=-]. We found significant support for the hypothesis in that, with the inclusion of the 1.5-inch ledge, presence as measured by ∆Heart Rate, Reported Behavioral Presence, and ∆Skin Conductance was signi...

Redirected Walking

by Sharif Razzaque, Zachariah Kohn, Mary C. Whitton , 2001
"... Redirected Walking, a new interactive locomotion technique for virtual environments (VEs), captures the benefits of real walking while extending the possible size of the VE. Real walking, although natural and producing a high subjective sense of presence, limits virtual environments to the size of ..."
Abstract - Cited by 39 (2 self) - Add to MetaCart
Redirected Walking, a new interactive locomotion technique for virtual environments (VEs), captures the benefits of real walking while extending the possible size of the VE. Real walking, although natural and producing a high subjective sense of presence, limits virtual environments to the size of the tracked space. Redirected Walking addresses this limitation by interactively and imperceptibly rotating the virtual scene about the user. The rotation causes the user to walk continually toward the furthest wall of the lab without noticing the rotation. We implemented the technique using stereo graphics and 3D spatialized audio. Observations during a pilot study suggest that the technique works: Redirected Walking causes people to change their real walking direction without noticing it, allows for larger VEs, and does not induce appreciable simulator sickness. 1.
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...roach of using an active haptic device is impractical in large VE scenes. Another approach is to build approximate real objects to match the virtual objects. This technique, known as passive haptics [=-=Insko 2001-=-] very effectively enforces the boundaries of static virtual objects and increases the user’s level of presence. However, it does not lend itself to dynamic virtual objects. Examples include virtual b...

WHISPER: A Spread Spectrum Approach to Occlusion in Acoustic Tracking

by Nicholas Michael Vallidis, Nicholas Michael Vallidis , 2002
"... NICHOLAS MICHAEL VALLIDIS. WHISPER: A Spread Spectrum Approach to Occlusion in Acoustic Tracking. ..."
Abstract - Cited by 29 (0 self) - Add to MetaCart
NICHOLAS MICHAEL VALLIDIS. WHISPER: A Spread Spectrum Approach to Occlusion in Acoustic Tracking.

Physiological reaction as an objective measure of presence in virtual environments

by Michael Meehan, Reader Dr. Anselmo Lastra, Reader Dr. Robert Mcmurray, Michael John Meehan, Michael John Meehan , 2001
"... Virtual environments (VEs) are one of the most advanced human-computer interface to date. A common measure of the effectiveness of a VE is the amount of presence it evokes in users. Presence is commonly defined as the sense of being there in a VE. In order to study the effect that technological impr ..."
Abstract - Cited by 25 (3 self) - Add to MetaCart
Virtual environments (VEs) are one of the most advanced human-computer interface to date. A common measure of the effectiveness of a VE is the amount of presence it evokes in users. Presence is commonly defined as the sense of being there in a VE. In order to study the effect that technological improvements such as higher frame rate, more visual realism, and lower lag have on presence, we must be able to measure it. There has been much debate about the best way to measure presence, and we, as presence researchers, have yearned for a measure that is Reliable — produces repeatable results, both from trial to trial on the same subject and across subjects; Valid — measures subjective presence, or at least correlates well with established subjective presence measures; Sensitive — is capable of distinguishing multiple levels of presence; and Objective — is well shielded from both subject bias and experimenter bias. We hypothesize that to the degree that a VE seems real, it will evoke physiological responses similar to those evoked by the corresponding real environment, and that greater presence will evoke a greater response. Hence, these responses serve as reliable, valid, sensitive, and objective measures of presence. We conducted three experiments that support the use of physiological reaction as a reliable, valid,
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... significantly increases presence. This experiment was only one of a set investigating the passive haptics hypothesis. The detailed design, results, and discussion for the set are reported elsewhere [=-=Insko, 2001-=-]. Design. Fifty-two subjects each had two exposures on separate days. For the passive haptics condition, the virtual ledge in the Pit Room was augmented with a registered real plywood ledge, 1.5 inch...

Physiological measures of presence in virtual environments

by Michael Meehan , Brent Insko , Mary Whitton, Frederick P. Brooks, Jr. - ACM TRANSACTIONS ON GRAPHICS , 2001
"... ..."
Abstract - Cited by 21 (0 self) - Add to MetaCart
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Experiences in Using Immersive Virtual Characters to Educate Medical Communication Skills

by Kyle Johnsen, Robert Dickerson, Andrew Raij, Benjamin Lok, Jonathan Jackson, Min Shin, Jonathan Hernandez Amy, D. Scott Lind - In Proc. IEEE Virtual Reality , 2005
"... University of Florida This paper presents a system which allows medical students to experience the interaction between a patient and a medical doctor using natural methods of interaction with a high level of immersion. We also present our experiences with a pilot group of medical and physician assis ..."
Abstract - Cited by 21 (7 self) - Add to MetaCart
University of Florida This paper presents a system which allows medical students to experience the interaction between a patient and a medical doctor using natural methods of interaction with a high level of immersion. We also present our experiences with a pilot group of medical and physician assistant students at various levels of training. They interacted with projector-based life-sized virtual characters using gestures and speech. We believe that natural interaction and a high level of immersion facilitates the education of communication skills. We present the system details as well as the participants ’ performance and opinions. The study confirmed that the level of immersion contributed significantly to the experience, and participants reported that the system is a powerful tool for teaching and training. Applying the system to formal communication skills evaluation and further scenario development will be the focus of future research and refinement.
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...ork by virtual reality researchers has investigated the link between interaction, immersion and cognition. Insko’s studies showed improved memory recall through natural locomotion and haptic feedback =-=[22]-=-. Others studies suggest that natural locomotion improves higher order cognitive performance [23], and naturally interacting with real objects improves problem solving task performance [24]. 3 PROJECT...

Comparison of Path Visualizations and Cognitive Measures Relative to Travel Technique in a Virtual Environment

by Catherine Zanbaka, Benjamin Lok, Sabarish Babu, Amy Ulinski, Larry F. Hodges - IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
"... We describe a between-subjects experiment that compared four different methods of travel, and their effect on cognition and paths taken in an immersive virtual environment (IVE). Participants answered a set of questions based on Crook’s condensation of Bloom’s taxonomy that assessed their cognition ..."
Abstract - Cited by 18 (2 self) - Add to MetaCart
We describe a between-subjects experiment that compared four different methods of travel, and their effect on cognition and paths taken in an immersive virtual environment (IVE). Participants answered a set of questions based on Crook’s condensation of Bloom’s taxonomy that assessed their cognition of the IVE with respect to knowledge, understanding and application, and higher mental processes. Participants also drew a sketch map of the IVE and the objects within it. Users’ sense of presence was measured using the Steed-Usoh-Slater Presence Questionnaire. Participants’ position and head orientation were automatically logged during their exposure to the virtual environment. These logs were later used to create visualizations of the paths taken. Path analysis, such as exploring the overlaid path visualizations and dwell data information, revealed further differences among the travel techniques. Our results suggest that for applications where problem solving and interpretation of material is important or where opportunity to train is minimal, having a large tracked space so that the participant can walk around the virtual environment provides benefits over common virtual travel techniques.
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...tudy was that the degree of motion sickness depended upon travel mode, with the lowest incidence occurring in the real walking mode. Mental maps and basic navigation are also improved by real walking =-=[25]-=-. Mania et al. compared recall of different shaped objects in a photorealistic VE displayed on an HMD in mono or stereo, with or without head tracking, and on a desktop monitor with the real-world tas...

The haptic hand: providing user interface feedback with the non-dominant hand in virtual environments

by Luv Kohli, Mary Whitton - In Proc. GI 2005 , 2005
"... Figure 1- A user interacts with a virtual interface panel by touching his non-dominant hand. We present a user interface for virtual environments that utilizes the non-dominant hand to provide haptic feedback to the dominant hand while it interacts with widgets on a virtual control panel. We believe ..."
Abstract - Cited by 16 (0 self) - Add to MetaCart
Figure 1- A user interacts with a virtual interface panel by touching his non-dominant hand. We present a user interface for virtual environments that utilizes the non-dominant hand to provide haptic feedback to the dominant hand while it interacts with widgets on a virtual control panel. We believe this technique improves on existing prop-based methods of providing haptic feedback. To gauge the interface’s effectiveness, we performed a usability study. We do not present a formal comparison with prior techniques here. The goal of this study was to determine the feasibility of using the non-dominant hand for haptic feedback, and to obtain subjective data about usability. The results demonstrated that the interface allowed users to perform precision tasks. These results have convinced us that this technique has potential and warrants further development. Key words: 3D user interfaces, bimanual interaction, haptics, virtual environments, virtual reality 1
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... et al. showed that in virtual environments (VEs), passive haptics increase a user’s sense of presence—the user’s feeling that she is actually in the VE—as well as the user’s spatial memory of the VE =-=[10]-=-. Haptic feedback is especially important for fine manipulation of real objects. Without the sense of touch, it is difficult to interact precisely with objects in VEs because there is nothing to stead...

Moving Towards Generally Applicable Redirected Walking

by Frank Steinicke, Gerd Bruder, Timo Ropinski, Klaus Hinrichs - In Proceedings of Virtual Reality International Conference (VRIC , 2008
"... Walking is the most natural way of moving within a virtual environment (VE). Mapping the user’s movement one-to-one to the real world clearly has the drawback that the limited range of the tracking sensors and a rather small working space in the real word restrict the users ’ interaction. In this pa ..."
Abstract - Cited by 16 (8 self) - Add to MetaCart
Walking is the most natural way of moving within a virtual environment (VE). Mapping the user’s movement one-to-one to the real world clearly has the drawback that the limited range of the tracking sensors and a rather small working space in the real word restrict the users ’ interaction. In this paper we introduce concepts for virtual locomotion interfaces that support exploration of large-scale virtual environments by redirected walking. Based on the results of a user study we have quantified to which degree users can unknowingly be redirected in order to guide them through an arbitrarily sized VE in which virtual paths differ from the paths tracked in the real working space. We describe the concepts of generic redirected walking in detail and present implications that have been derived from the initially conducted user study. Furthermore we discuss example applications from different domains in order to point out the benefits of our approach.

HandNavigator: Hands-on Interaction for Desktop Virtual Reality

by Paul G. Kry, Adeline Pihuit, Adrien Bernhardt, Marie-paule Cani
"... Figure 1: Left, a conceptual sketch of the HandNavigator device; center and right, examples of hands-on interaction with rigid and deformable virtual environment. This paper presents a novel interaction system, aimed at hands-on manipulation of digital models through natural hand gestures. Our syste ..."
Abstract - Cited by 14 (2 self) - Add to MetaCart
Figure 1: Left, a conceptual sketch of the HandNavigator device; center and right, examples of hands-on interaction with rigid and deformable virtual environment. This paper presents a novel interaction system, aimed at hands-on manipulation of digital models through natural hand gestures. Our system is composed of a new physical interaction device coupled with a simulated compliant virtual hand model. The physical interface consists of a SpaceNavigator, augmented with pressure sensors to detect directional forces applied by the user’s fingertips. This information controls the position, orientation, and posture of the virtual hand in the same way that the SpaceNavigator uses measured forces to animate a virtual frame. In this manner, user control does not involve fatigue due to reaching gestures or holding a desired hand shape. During contact, the user has a realistic visual feedback in the form of plausible interactions between the virtual hand and its environment. Our device is well suited to any situation where hand gesture, contact, or manipulation tasks need to be performed in virtual. We demonstrate the device in several simple virtual worlds and evaluate it through a series of user studies.
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