Haptic Simulations for Training Plumbing Skills James Jose §1, R Unnikrishnan§2, Delmar Marshall§3, Rao R
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
A Comparison Between Auditory and Vibrotactile Feedback in an AR Environment
DEGREE PROJECT IN MEDIA TECHNOLOGY, SECOND CYCLE, 30 CREDITS STOCKHOLM, SWEDEN 2019 Did you notice that? A comparison between auditory and vibrotactile feedback in an AR environment LINNÉA GRANLUND KTH ROYAL INSTITUTE OF TECHNOLOGY SCHOOL OF ELECTRICAL ENGINEERING AND COMPUTER SCIENCE ABSTRACT There are different ways to interact with different hardware, therefore it is important to have an understanding about what factors that affect the experience when designing interactions and interfaces. This study focuses on exploring how auditory and vibrotactile feedback are perceived by the users when they interact in a virtual AR environment. An application was developed to the AR glasses Magic Leap with different interactions, both passive and active. An experimental study was conducted with 28 participants that got to interact in this virtual environment. The study included two parts. First the participants interacted in the virtual environment where they did a think aloud. Thereafter they were interviewed. There were a total of three test cases. One with only auditory feedback, one with vibrotactile feedback, and a third that had both auditory and vibrotactile feedback. Seven of the 28 participants acted as a control group that did not have any feedback to their interactions. The study shows that using only vibrotactile feedback creates different impressions depending on earlier experiences with the same AR environment. Using only auditory feedback created an atmosphere that were close to reality. Having both feedbacks active at the same time reduced the noticed feedback and some interactions were here not even noticed at all. Passive interactions were more noticed than active interactions in all cases. -
Market, Technology and Standard Requirements of VR Table of Contents 1 Introduction
Study Session 11 (SS11): VR/AR/MR Technology Market, Technology and Standard Requirements of VR table of contents 1 Introduction .......................................................................................................................... ‐ 1 ‐ 2 Overview of VR technology ................................................................................................... ‐ 2 ‐ 2.1 What is VR ................................................................................................................................... ‐ 2 ‐ 2.2 What included in VR research domain?........................................................................................ ‐ 2 ‐ 2.3 Customer Requirements .............................................................................................................. ‐ 3 ‐ 3 Market of VR equipment ....................................................................................................... ‐ 4 ‐ 3.1 Market in China ........................................................................................................................... ‐ 4 ‐ 3.2 Market in U.S. ............................................................................................................................. ‐ 4 ‐ 3.3 Market in Europe ......................................................................................................................... ‐ 4 ‐ 3.4 Market in Japan ........................................................................................................................... ‐ 5 ‐ 4 -
Developing a Theory of Subjectivity for Video Gaming Tony Miller a Thesis Submitted to the Faculty of Graduate Studies in Partia
DEVELOPING A THEORY OF SUBJECTIVITY FOR VIDEO GAMING TONY MILLER A THESIS SUBMITTED TO THE FACULTY OF GRADUATE STUDIES IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF ARTS GRADUATE PROGRAM IN PSYCHOLOGY YORK UNIVERSITY TORONTO, ONTARIO August 2019 © Tony Miller, 2019 Abstract Video game studies in mainstream psychology are often limited to investigating the positive and negative effects of playing on mental health. The few studies that explore immersion in video games mostly adopt a pathologizing perspective towards the phenomenon of immersion. These studies adhere to a reductionist perspective trying to make a direct link between violence, depression, or anxiety and playing video games. I argue that to fully understand the subjective experience of video gaming, there is a need to develop a theory of subjectivity that can explain why and how immersion happens in the experience of playing video games. To develop this theory, I compare the experience of playing video games to the experience of watching a movie and then, based on preexisting subjectivity theories in cinema, I try to develop a similar theory for gaming experience. First, I review the literature on video gaming to illustrate the need to develop a coherent theory addressing video gaming subjectivity. Second, I unpack the suture theory in cinema which serves as a template for my theory for video games. Then, I present the collected empirical data with a qualitative inquiry mapping out the differences between video gaming and movie watching, as well as serving to understand the subjective experience of playing video games in gamers. Finally, based on the empirical data and my theoretical insights, I provide a theory of subjectivity which I call gaming-based suture, as opposed to cinema-based suture, which explains the subjective experience of playing video games. -
A New Research Approach on the Application of Virtual Reality
International Conference on Materials Engineering and Information Technology Applications (MEITA 2015) A New Research Approach on the Application of Virtual Reality Technology in Civil Engineering Changchang Fu Department of Civil Engineering, Zhejiang University of Technology, Hangzhou, 310032, China Keywords: Virtual Reality, Civil Engineering, 3D Modeling Abstract. Virtual reality technology is constantly developing, dedicated to computer graphics and multimedia information processing, high-performance chip can increase a hundred times the processing power, three-dimensional graphics algorithms and parametric modeling algorithm enables virtual reality technology is more mature. This paper, the application of virtual reality technology in civil engineering were studied, the results from the demonstration and validation, planning and design, engineering, construction technology and engineering safety management are discussed in this paper. Introduction With the steady growth of China's economy and infrastructure added scale, the scale of construction projects is growing, increasingly complex structure, scientific management of civil engineering, precision increasingly demanding. Realization of civil engineering, information technology, intelligence, visualization and integration become civil construction project management demands of modernization and research focus in this field [1]. Virtual Reality (Virtual Reality, VR) is a comprehensive and highly integrated high-tech, in many areas the military, medicine, design, art, entertainment