A Comparison Between Auditory and Vibrotactile Feedback in an AR Environment
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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. -
Haptic Simulations for Training Plumbing Skills James Jose §1, R Unnikrishnan§2, Delmar Marshall§3, Rao R
Haptic Simulations for Training Plumbing skills James Jose §1, R Unnikrishnan§2, Delmar Marshall§3, Rao R. Bhavani§4 §AMMACHI Labs, Amrita Vishwa Vidyapeetham Amritapuri, Kollam, Kerala, India [email protected] [email protected] [email protected] [email protected] Abstract-The objective of this work is to augment actual hands- computational modeling of the virtual training interface used on conventional vocational training workshop with simulated with APTAH for various vocational tools and the training using virtual haptic simulations as part of computer- corresponding scenarios, with a special focus on plumbing. based vocational education and training. We have developed a This model brings a simulated yet lifelike experience of an system to simulate various common tool exercises and procedures actual vocational workshop training setting to the end user. in virtual environments for vocational training programs targeted towards illiterate and semi-literate populations. In our II. PREVIOUS WORK previous work, we designed a cost-effective multi-tool haptic simulator that can train the use of 19 hand-held and powered Until now, mainstream haptic technology and virtual tools. This simulator is designed to replace traditional training reality research has focused on standard applications in tools and materials in the primary stage of vocational skill medical, chemical, virtual design prototyping, immersive training. This paper discusses the design and computational gaming and entertainment, etc. [4]. Virtual reality (VR) modelling of the virtual training interface that allow this technology is increasingly used to support training and simulator to be used for training in multiple vocational trades — learning [5]. To attain more realism, most systems combine with a special focus on plumbing—that bring the experience of a several forms of sensory stimulations including visual, vocational workshop training environment to the end user. -
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