Evaluating the Influence of Multimodal Feedback on Egocentric Selection Metaphors in Virtual Environments

Author(s):  
Lode Vanacken ◽  
Chris Raymaekers ◽  
Karin Coninx
2011 ◽  
Vol 20 (1) ◽  
pp. 33-46 ◽  
Author(s):  
Emanuele Ruffaldi ◽  
Benoît Bardy ◽  
Daniel Gopher ◽  
Massimo Bergamasco

The use of virtual environments (VE) for training sports is quite natural when considering strategic or cognitive aspects. Using VE for sensorimotor training is more challenging, in particular with the difficulty of transferring the task learned in the virtual world to the real. Of special concern for the successful transfer is the adequate combination of training experience protocols and the delivery modes of multimodal feedback. Analyzing feedback in terms of information exchange, this work discusses different feedback combinations and their application to virtual reality training of rowing skills.


2003 ◽  
Vol 15 (2) ◽  
pp. 69-71 ◽  
Author(s):  
Thomas W. Schubert

Abstract. The sense of presence is the feeling of being there in a virtual environment. A three-component self report scale to measure sense of presence is described, the components being sense of spatial presence, involvement, and realness. This three-component structure was developed in a survey study with players of 3D games (N = 246) and replicated in a second survey study (N = 296); studies using the scale for measuring the effects of interaction on presence provide evidence for validity. The findings are explained by the Potential Action Coding Theory of presence, which assumes that presence develops from mental model building and suppression of the real environment.


Author(s):  
Jérôme Guegan ◽  
Claire Brechet ◽  
Julien Nelson

Abstract. Computers have long been seen as possible tools to foster creativity in children. In this respect, virtual environments present an interesting potential to support idea generation but also to steer it in relevant directions. A total of 96 school-aged children completed a standard divergent thinking task while being exposed to one of three virtual environments: a replica of the headmistress’s office, a replica of their schoolyard, and a dreamlike environment. Results showed that participants produced more original ideas in the dreamlike and playful environments than in the headmistress’s office environment. Additionally, the contents of the environment influenced the selective exploration of idea categories. We discuss these results in terms of two combined processes: explicit references to sources of inspiration in the environment, and the implicit priming of specific idea categories.


2004 ◽  
Author(s):  
Cynthia S. Sahm ◽  
Sarah H. Creem-Regehr ◽  
William B. Thompson ◽  
Peter Willemsen

2004 ◽  
Author(s):  
Jodie M. Plumert ◽  
Joseph K. Kearney ◽  
James F. Cremer

Author(s):  
Stephen R. Ellis ◽  
Katerina Mania ◽  
Bernard D. Adelstein ◽  
Michael I. Hill
Keyword(s):  

Sign in / Sign up

Export Citation Format

Share Document