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

Get Book Here

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.

Virtual Reality and Augmented Reality

Virtual Reality and Augmented Reality PDF Author: Bruno Arnaldi
Publisher: John Wiley & Sons
ISBN: 1119341043
Category : Computers
Languages : en
Pages : 376

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Book Description
Virtual and Augmented Reality have existed for a long time but were stuck to the research world or to some large manufacturing companies. With the appearance of low-cost devices, it is expected a number of new applications, including for the general audience. This book aims at making a statement about those novelties as well as distinguishing them from the complexes challenges they raise by proposing real use cases, replacing those recent evolutions through the VR/AR dynamic and by providing some perspective for the years to come.

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.

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.

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.

Cases on Immersive Virtual Reality Techniques

Cases on Immersive Virtual Reality Techniques PDF Author: Yang, Kenneth C.C.
Publisher: IGI Global
ISBN: 1522559132
Category : Computers
Languages : en
Pages : 381

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Book Description
As virtual reality approaches mainstream consumer use, new research and innovations in the field have impacted how we view and can use this technology across a wide range of industries. Advancements in this technology have led to recent breakthroughs in sound, perception, and visual processing that take virtual reality to new dimensions. As such, research is needed to support the adoption of these new methods and applications. Cases on Immersive Virtual Reality Techniques is an essential reference source that discusses new applications of virtual reality and how they can be integrated with immersive techniques and computer resources. Featuring research on topics such as 3D modeling, cognitive load, and motion cueing, this book is ideally designed for educators, academicians, researchers, and students seeking coverage on the applications of collaborative virtual environments.

Echoes of Other Worlds: Sound in Virtual Reality

Echoes of Other Worlds: Sound in Virtual Reality PDF Author: Tom A. Garner
Publisher: Springer
ISBN: 3319657089
Category : Social Science
Languages : en
Pages : 384

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Book Description
This book explores the nature and importance of sound in virtual reality (VR). Approaching the subject from a holistic perspective, the book delivers an emergent framework of VR sound. This framework brings together numerous elements that collectively determine the nature of sound in VR; from various aspects of VR technology, to the physiological and psychological complexities of the user, to the wider technological, historical and sociocultural issues. Garner asks, amongst other things: what is the meaning of sound? How have fictional visions of VR shaped our expectations for present technology? How can VR sound hope to evoke the desired responses for such an infinitely heterogeneous user base? This book if for those with an interest in sound and VR, who wish to learn more about the great complexities of the subject and discover the contemporary issues from which future VR will surely advance.

Communication in the Age of Virtual Reality

Communication in the Age of Virtual Reality PDF Author: Frank Biocca
Publisher: Routledge
ISBN: 080581549X
Category : Human-computer interaction
Languages : en
Pages : 402

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Book Description
This volume addresses virtual reality (VR) -- a tantalizing communication medium whose essence challenges our most deeply held notions of what communication is or can be. The editors have gathered an expert team of engineers, social scientists, and cultural theorists for the first extensive treatment of human communication in this exciting medium. The first part introduces the reader to VR's state-of-the-art as well as future trends. In the next section, leading research scientists discuss how knowledge of communication can be used to build more effective and exciting communication applications of virtual reality. Looking ahead, the authors explore pioneering approaches to VR narratives, interpersonal communication, the use of 3D sound, and the building of VR entertainment complexes. In the final section, the authors zoom out to view the big picture -- the psychological, social, and cultural implications of virtual reality. Thought-provoking discussions consider important communication issues such as: * How will virtual reality influence perception of reality? * What are the legal issues defining communication in virtual reality? * What kind of cultural trends will this technology encourage?

Virtual Reality and Virtual Environments in 10 Lectures

Virtual Reality and Virtual Environments in 10 Lectures PDF Author: Stanislav Stanković
Publisher: Morgan & Claypool Publishers
ISBN: 1627058257
Category : Computers
Languages : en
Pages : 197

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Book Description
The book is based on the material originally developed for the course on Virtual Reality, which the author was teaching at Tampere University of Technology, as well as course on Virtual Environments that the author had prepared for the University for Advancing Studies at Tempe, Arizona. This original purpose has influenced the structure of this book as well as the depth to which we explore the presented concepts. Therefore, our intention in this book is to give an introduction into the important issues regarding a series of related concepts of Virtual Reality, Augmented Reality, and Virtual Environments. We do not attempt to go into any of these issues in depth but rather outline general principles and discuss them in a sense broad enough to provide sufficient foundations for a further study. In other words, we aim to provide a set of keywords to the reader in order give him a good starting point from which he could go on and explore any of these issues in detail.