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3D graphical interaction offers a large amount of possibilities for musical applications. However it also carries several limitations that prevent it from being used as an efficient musical instrument. For example, input devices for 3D interaction or new gaming devices are usually based on 3 or 6 degrees-of-freedom tracking combined with push-buttons or joysticks. While buttons and joysticks do not...
We present techniques to enable users to interact on foot with simulated natural ground surfaces, such as soil or ice, in immersive virtual environments. Position and force estimates from in-floor force sensors are used to synthesize plausible auditory and vibrotactile feedback in response. Relevant rendering techniques are discussed in the context of walking on a virtual frozen pond.
A recent trend in virtual environments aims at making the user free of devices or limitations in its motion, at the benefit of immersiveness and interactivity. This work introduces an interaction paradigm that goes beyond motion based interaction, by making use of measured real forces exerted by the user in free space. The sensation of touch with virtual object is obtained by vibrotactile stimulation...
Immersive virtual environments (IVEs) allow participants to interact with their 3D surroundings using natural hand gestures. Previous work shows that the addition of haptic feedback cues improves performance on certain 3D tasks. However, we believe this is not true for all situations. Depending on the difficulty of the task, we suggest that we should expect differences in the ballistic movement of...
This paper introduces haptic interface actuated with magnetorheological fluid and artificial muscle (HAMA) device, a portable haptic device that is designed for using in immersive virtual environments. User can feel force-feed back and tactile sense simultaneously with this device. Existing haptic devices are very big system, so they are difficult to put on. And some of them have to be set device...
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