An Efficient Approach to Machine Control Sound Generation for Interfacing Real and Virtual Environments

Author(s):  
Yoo Rhee Oh ◽  
Hong Kook Kim ◽  
Seung Ho Choi
Author(s):  
Andreas M. Kunz ◽  
Adrian Burri

Abstract Virtual Reality becomes more and more important within the product development process. It enables the engineer to realize constraints or mistakes in the product design at a very early stage by viewing the digital geometric prototype. Beside viewing the design of a product, additional functionalities like simulation of assembling, the physically correct behavior of a machine or the machine control come into focus of interest. Therefore, the interaction modality of haptic feedback gains more and more importance for simulation tasks in virtual environments. However there are only a few portable haptic interfaces with which the user can experience in a natural way the sensation of force feedback. The scope of this paper is to present a new passive haptic interface that is lightweight and easy to use. Furthermore it has no constraints in the workspace and applies high forces to the fingertips of the user by blocking the natural grasping.


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.


2003 ◽  
Vol 14 (2) ◽  
pp. 141-147
Author(s):  
Sasan Nikneshan ◽  
And Amir Keyvan Khandani

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

Sign in / Sign up

Export Citation Format

Share Document