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We discuss the design and results of an experiment investigating Plausibility Illusion in virtual human (VH) interactions, in particular, the coherence of conversation with a VH. This experiment was performed in combination with another experiment evaluating two display technologies. As that aspect of the study is not relevant to this poster, it will be mentioned only in the Materials section. Participants...
We report on the design and results of an experiment investigating Slater's Place Illusion (PI) and Plausibility Illusion (Psi) in a virtual visual cliff environment. Existing presence questionnaires could not reliably distinguish the effects of PI from those of Psi. They did, however, indicate that high levels of PI-eliciting characteristics and Psi-eliciting characteristics together result in higher...
Augmented reality is applied to ultrasound-guided needle biopsy of the human breast. In a tracked stereoscopic head-mounted display, a physician sees the ultrasound imagery “emanating” from the transducer, properly registered with the patient and the biopsy needle. A physician has successfully used the system to guide a needle into a synthetic tumor within a breast phantom and examine a human patient...
Redirected Touching is a technique in which virtual space is warped to map many virtual objects onto one real object that serves as a passive haptic prop. Recent work suggests that this mapping can often be predictably unnoticeable and have little effect on task performance. We investigated training and adaptation on a rapid aiming task in a real environment, an unwarped virtual environment, and a...
Head motion during real walking is complex: The basic translational path is obscured by head bobbing. Many VE applications would be improved if a bobbing-free path were available. This paper introduces a model that describes head position while walking in terms of a bobbing free path and the head bobs. We introduce two methods to approximate the model from head-track data.
Passive haptic feedback in virtual environments is compelling, but changes to virtual objects require changes to associated real objects. Recent work suggests that by leveraging visual dominance, virtual space can be warped to map a variety of virtual objects onto a single real object. However, it is unknown whether users can interact with a warped virtual space as effectively as with an unwarped...
Users in virtual environments often find navigation more difficult than in the real world. Our new locomotion interface, Improved Redirection with Distractors (IRD), enables users to walk in larger-than-tracked space VEs without predefined waypoints. We compared IRD to the current best interface, really walking, by conducting a user study measuring navigational ability. Our results show that IRD users...
Many Virtual Environments require walking interfaces to explore virtual worlds much larger than available real-world tracked space. We present a model for generating virtual locomotion speeds from Walking-In-Place (WIP) inputs based on walking biomechanics. By employing gait principles, our model - called Gait-Understanding-Driven Walking-In-Place (GUD WIP) - creates output speeds which better match...
When a virtual environment system prevents a user's avatar hand from penetrating virtual objects, the seen and felt positions of the hand separate. We propose a new method for reducing this position discrepancy as quickly as possible without introducing perceptible discrepancy between the seen and felt motion of the user's hand. We performed a user study to compare this new method to two previous...
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