From Haptic Illusions to Beyond-real Interactions in Virtual Reality

From Haptic Illusions to Beyond-real Interactions in Virtual Reality PDF Author: Parastoo Abtahi
Publisher:
ISBN:
Category :
Languages : en
Pages : 0

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Book Description
Despite recent advances in technology, current Virtual Reality (VR) experiences have important limitations, including users' inability to walk around in large virtual environments or receive realistic haptic feedback. In this dissertation, I argue that we do not need to strive for perfect VR hardware--hardware that can closely replicate users' real-world experiences--to address these challenges. Rather, I argue that we can take advantage of the users' perceptual limits and motor control adaptability to improve the user experience instead. VR provides a unique opportunity to programmatically overwrite users' sensory signals and transform how movements are visually rendered. We can leverage this property and tap into the human sensorimotor control loop to not only overcome the current limitations of VR technology, but also to extend our abilities beyond what we can do in the real world. In part I of this dissertation, I explore illusory interactions that apply subtle remappings to users' movements in VR. While users do not notice the resulting sensory discrepancy, they alter their movements in response. I demonstrate how we can intentionally use these unnoticeable changes in movements to improve the perceived performance of encountered-type haptic devices, such as drones and shape displays. In part II, I highlight that we can take these remappings one step further and apply noticeable transformations, which I refer to as ``beyond-real.'' I present a conceptual framework for describing these interactions and conduct a survey to categorize the types of transformations explored in prior research. I then demonstrate that these interactions can be utilized to address the challenge of locomotion in VR. While users likely have not experienced such transformations in the real world before, they can learn to adapt to the novel dynamics and remain in control of their movements. Throughout the dissertation, I demonstrate that by understanding the limits of human sensory integration and motor control, we can design effective VR interactions that create an illusion of improved haptics and extend users' abilities beyond what is possible in the real world.

From Haptic Illusions to Beyond-real Interactions in Virtual Reality

From Haptic Illusions to Beyond-real Interactions in Virtual Reality PDF Author: Parastoo Abtahi
Publisher:
ISBN:
Category :
Languages : en
Pages : 0

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Book Description
Despite recent advances in technology, current Virtual Reality (VR) experiences have important limitations, including users' inability to walk around in large virtual environments or receive realistic haptic feedback. In this dissertation, I argue that we do not need to strive for perfect VR hardware--hardware that can closely replicate users' real-world experiences--to address these challenges. Rather, I argue that we can take advantage of the users' perceptual limits and motor control adaptability to improve the user experience instead. VR provides a unique opportunity to programmatically overwrite users' sensory signals and transform how movements are visually rendered. We can leverage this property and tap into the human sensorimotor control loop to not only overcome the current limitations of VR technology, but also to extend our abilities beyond what we can do in the real world. In part I of this dissertation, I explore illusory interactions that apply subtle remappings to users' movements in VR. While users do not notice the resulting sensory discrepancy, they alter their movements in response. I demonstrate how we can intentionally use these unnoticeable changes in movements to improve the perceived performance of encountered-type haptic devices, such as drones and shape displays. In part II, I highlight that we can take these remappings one step further and apply noticeable transformations, which I refer to as ``beyond-real.'' I present a conceptual framework for describing these interactions and conduct a survey to categorize the types of transformations explored in prior research. I then demonstrate that these interactions can be utilized to address the challenge of locomotion in VR. While users likely have not experienced such transformations in the real world before, they can learn to adapt to the novel dynamics and remain in control of their movements. Throughout the dissertation, I demonstrate that by understanding the limits of human sensory integration and motor control, we can design effective VR interactions that create an illusion of improved haptics and extend users' abilities beyond what is possible in the real world.

New Trends in Interaction, Virtual Reality and Modeling

New Trends in Interaction, Virtual Reality and Modeling PDF Author: Victor M.R. Penichet
Publisher: Springer Science & Business Media
ISBN: 1447154452
Category : Computers
Languages : en
Pages : 150

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Book Description
The interaction between a user and a device forms the foundation of today’s application design. Covering the following topics: A suite of five structural principles helping designers to structure their mockups; An agile method for exploiting desktop eye tracker equipment in combination with mobile devices; An approach to explore large-scale collections based on classification systems; A framework based on the use of modeling and components composition techniques to simplify the development of organizational collaborative systems; A low-cost virtual reality system that provides highly satisfying virtual experiences; Popular hardware and software tools and technologies for developing augmented and virtual reality applications; An implementation to handle connectivity between virtual reality applications and SensAble® Technology Phantom Haptic Devices; The results of a research study implementing a teaching technological strategy to help Down syndrome children develop their reading skills; Platform independent models decreasing the level of cohesion between communication technologies and software for ubiquitous computing; A method for applying gamification as a tool to improve the participation and motivation of people in performing different tasks. New Trends in Interaction, Virtual Reality and Modeling collects the best research from Interacción 2012 and MexIHC 2012, and presents the state-of-the-art in human-computer interaction, user interfaces, user experience and virtual reality. Written by researchers from leading universities, research institutes and industry, this volume forms a valuable source of reference for researchers in HCI and VR.

Redirected Reaching in Virtual Reality

Redirected Reaching in Virtual Reality PDF Author: Eric Jordan Gonzalez
Publisher:
ISBN:
Category :
Languages : en
Pages : 0

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Book Description
Virtual reality (VR) systems are inherently limited by their inability to replicate physical reality. Even as technology advances, VR experiences will always be subject to the constraints of the user's hardware setup and external environment. However, the immersive nature of VR systems allows them to create convincing illusions that take advantage of our bias towards believing what we see. Reach redirection is one such illusory technique that influences where users believe their hand is in space. This is done by gradually offsetting the virtual representation of the user's hand during reach. Researchers have used this to alter the perceived properties of real-world objects and enable more physically ergonomic layouts of virtual environments. While there has been considerable research studying the usefulness and perceptibility of redirection, very little focus has been placed on how it works from a sensorimotor perspective. In this thesis, I apply a sensorimotor lens to the study of redirected interactions -- particularly through computational modeling -- to enable more robust and diverse redirection techniques that better handle the complexities of real-world interactions. First, I illustrate how modeling movement duration improves interactions with dynamic encountered-type haptic devices during redirected reaching. Next, I introduce a more adaptable, user-aware approach to redirection using real-time model predictive control. Finally, I present a stochastic sensorimotor simulation of redirected reaching and demonstrate how it can be used to gain insights about the effects of visual attention. Throughout this thesis, I highlight how incorporating sensorimotor control principles can improve the study of redirected reaching and further extend users' experience in VR beyond the physical limitations of reality.

Consensual Illusion: The Mind in Virtual Reality

Consensual Illusion: The Mind in Virtual Reality PDF Author: Vanja Kljajevic
Publisher: Springer Nature
ISBN: 3662637421
Category : Technology & Engineering
Languages : en
Pages : 137

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Book Description
This book is inspired by the contemporary fascination with virtual reality and growing presence of this type of technology in everyday life. It explores the ways in which virtual reality evokes illusory transformation responses. The power of virtual reality is in making the mediation by technology in these experiences appear irrelevant to cognitive processes, so much so that it is often assumed that skills acquired in virtual environments are generally transferable to the physical world. However, cognition is affected by virtual reality technology, which is reflected in issues related to virtual embodiment, choice of spatial strategies, differences in neural and electrophysiological patterns associated with movement processing when navigating virtual vs. physical environments, and, at least to some extent, in virtual proxemics. In addition to spatial cognition, the book explores the sense of self in virtual reality, social interaction and virtual togetherness, action and motor cognition, calling to mind debates from philosophy, psychology, and cognitive neuroscience.

Virtual Reality

Virtual Reality PDF Author: Nada Bates-Brkljac
Publisher:
ISBN: 9781614702467
Category : Computer simulation
Languages : en
Pages : 0

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Book Description
Virtual Reality (VR) was created to fulfill human curiosity about exploring beyond the reality. Humans establish the experiences of a real world based on the feedbacks from sense organs, such as eyes, ears, nose and hands. By replacing real images, sound and tactility with computer-generated illusions, a virtual world can be built for the human user to navigate in and interact with. In this book, the authors gather current research from across the globe in the study of virtual reality including education processes implemented in the simulated environment of the laboratory; an intuitive 3D interface infrastructure for virtual reality applications; virtual environments for the visualization of cultural and archaeological heritage; virtual reality in psychotherapy and autism and virtual reality as a tool for machining-processes simulation and in the textile field.

Virtual Reality Technology and Applications

Virtual Reality Technology and Applications PDF Author: Matjaž Mihelj
Publisher: Springer Science & Business Media
ISBN: 9400769105
Category : Technology & Engineering
Languages : en
Pages : 236

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Book Description
As virtual reality expands from the imaginary worlds of science fiction and pervades every corner of everyday life, it is becoming increasingly important for students and professionals alike to understand the diverse aspects of this technology. This book aims to provide a comprehensive guide to the theoretical and practical elements of virtual reality, from the mathematical and technological foundations of virtual worlds to the human factors and the applications that enrich our lives: in the fields of medicine, entertainment, education and others. After providing a brief introduction to the topic, the book describes the kinematic and dynamic mathematical models of virtual worlds. It explores the many ways a computer can track and interpret human movement, then progresses through the modalities that make up a virtual world: visual, acoustic and haptic. It explores the interaction between the actual and virtual environments, as well as design principles of the latter. The book closes with an examination of different applications, focusing on augmented reality as a special case. Though the content is primarily VR-related, it is also relevant for many other fields.

Virtual Reality Usability Design

Virtual Reality Usability Design PDF Author: David Gerhard
Publisher: CRC Press
ISBN: 1000830241
Category : Computers
Languages : en
Pages : 409

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Book Description
The development of effective and usable software for spatial computing platforms like virtual reality (VR) requires an understanding of how these devices create new possibilities (and new perils) when it comes to interactions between humans and computers. Virtual Reality Usability Design provides readers with an understanding of the techniques and technologies required to design engaging and effective VR applications. The book covers both the mechanics of how human senses and the mind experience immersive virtual environments, as well as how to leverage these mechanics to create human-focused virtual experiences. Deeply rooted in principles of human perception and computational interaction, the current and future limitations of these replacements are also considered. Full of real-world examples, this book is an indispensable guide for any practising VR developer interested in making efficient and effective interfaces. Meanwhile, explorations of concrete theory in their practical application will be useful for VR students and researchers alike.

Being Really Virtual

Being Really Virtual PDF Author: Frank Steinicke
Publisher: Springer
ISBN: 3319430785
Category : Computers
Languages : en
Pages : 175

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Book Description
This book focuses on the recent developments of virtual reality (VR) and immersive technologies, what effect they are having on our modern, digitised society and explores how current developments and advancements in this field are leading to a virtual revolution. Using Ivan Sutherland's ‘The Ultimate Display’ and Moore’s law as a springboard, the author discusses both popular scientific and technological accounts of the past, present and possible futures of VR, looking at current research trends, developments, challenges and ethical considerations to the coming age of differing realities. Being Really Virtual is for researchers, designers and developers of VR and immersive technologies and anyone with an interest in the exponential rise of such technologies and how they are changing the very way we perceive, interact and communicate within our digital society.

Robotised Tangible User Interface for Multimodal Interactions in Virtual Reality

Robotised Tangible User Interface for Multimodal Interactions in Virtual Reality PDF Author: Elodie Bouzbib
Publisher:
ISBN:
Category :
Languages : en
Pages : 0

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Book Description
Virtual Reality (VR) experiences are by essence multimodal: they heavily rely on the users' senses. Yet, integrating Haptics - the sense of touch - in VR is a timely and challenging topic. The goal of this thesis is to provide consistent Haptic Feedback while enabling intuitive Interaction Techniques in Virtual environments. More specifically, I aim to let the users perform unencumbered interactions in VR - where they are free of any contraption - and promote the design of a Haptic Solution in these regards. To achieve this, I discriminate the Integration of Haptics in VR through a threefold approach : 1, I investigate how to provide believable fine tactile and large kinesthetic feedback ; 2, I depict interaction techniques in VR, the tasks users perform and draw novel methods to enable them. These enable me to draw an Analytical Framework with methodological contributions. This framework proposes novel dimensions to evaluate VR interactions via their associated Haptic Solutions, and emphasizes the promising future of Encountered-Type of Haptic Displays. It then depicts their specifications, challenges and opportunities from both conception and perception perspectives ; 3, I then provide artefact contributions, and propose the conception and design of a Robotised Tangible User Interface, CoVR. CoVR anticipates the users' intentions both within- and between-objects, to physically encounter the users at their desired object of interest prior to interaction. This thesis finally provides empirical contributions, with technical and perceptual studies around CoVR.

Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do

Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do PDF Author: Jeremy Bailenson
Publisher: W. W. Norton & Company
ISBN: 0393253708
Category : Computers
Languages : en
Pages : 217

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Book Description
“If you want to understand the most immersive new communications medium to come along since cinema… I’d suggest starting with Mr. Bailenson’s [book].” —Wall Street Journal Virtual reality is able to effectively blur the line between reality and illusion, granting us access to any experience imaginable. These experiences, ones that the brain is convinced are real, will soon be available everywhere. In Experience on Demand, Jeremy Bailenson draws upon two decades spent researching the psychological effects of VR to help readers understand its upsides and possible downsides. He offers expert guidelines for interacting with VR, and describes the profound ways this technology can be put to use to hone our performance, help us recover from trauma, improve our learning, and even enhance our empathic and imaginative capacities so that we treat others and ourselves better.