scholarly journals Conceptualising touch in VR

Author(s):  
Sara Price ◽  
Carey Jewitt ◽  
Nikoleta Yiannoutsou

AbstractHow touch is conceptualised matters in shaping technical advancements, bringing opportunities and challenges for development and design and raising questions for how touch experience is reconfigured. This paper explores the notion of touch in virtual reality (VR). Specifically, it identifies how touch ‘connection’ is realised and conceptualised in virtual spaces in order to explore how digital remediation of touch in VR shapes the sociality of touch experiences and touch practices. Ten participants from industry and academia with an interest in touch in virtual contexts were interviewed using an in-depth semi-structured approach to elicit experiences and perspectives around the role of touch in VR. Data analysis shows the growing value and significance of touch in virtual spaces and reveals particular ways in which touch is talked about, implemented and conceptualised. It highlights changes for the sociality of touch through participants’ conceptualisations of touch as replication and illusion, and how the body is brought into this ‘touch’ space. These perspectives of touch shape who touches, what is touched and how it is touched and set an agenda for the types of touch that are facilitated by VR. The findings suggest ways in which technological techniques can be employed towards interpretive designs of touch that allow for new ways to look at touch and haptics. They also show how touch is distorted and disrupted in ways that have implications for disturbing established ‘real world’ socialities of touch as well as their renegotiation by users in the space of digitally mediated touch in VR.

2020 ◽  
Vol 6 (4) ◽  
pp. 45-53
Author(s):  
Marimuthu Palaniswami ◽  
Aravinda S. Rao ◽  
Dheeraj Kumar ◽  
Punit Rathore ◽  
Sutharshan Rajasegarar

2017 ◽  
Vol 29 (1) ◽  
pp. 126-146
Author(s):  
Jennifer Henke

Abstract This article discusses the role of the body in Alex Garland’s film Ex Machina (2015). It focuses on Ava’s female cyborg body against the backdrop of both classic post-humanist theories and current reflections from scholars in the field of body studies. I argue that Ex Machina addresses but also transcends questions of gender and feminism. It stresses the importance of the body for social interaction both in the virtual as well as the real world. Ava’s lack of humanity results from her mind that is derived from the digital network Blue Book in which disembodied communication dominates. Moreover, the particular construction of Nathan’s progeny demonstrates his longing for a docile sex toy since he created Ava with fully functional genitals but without morals. Ex Machina further exhibits various network metaphors both on the visual and the audio level that contribute to the (re)acknowledgement that we need a body in order to be human.


Oral Oncology ◽  
2021 ◽  
Vol 121 ◽  
pp. 105454
Author(s):  
Irene H. Nauta ◽  
Thomas Klausch ◽  
Peter M. van de Ven ◽  
Frank J.P. Hoebers ◽  
Lisa Licitra ◽  
...  

Reality is shaped differently in software environments through Virtual Reality VR and augmented Reality AR, it has a remarkable position and an important background with its role of ensuring contact between the software environment and the user. It was popular in the entertainment sector, in particularly industry, but over time, it becomes apparent that there would be a much greater need for VR/AR technologies in different areas dealing with tasks/issues in the real world. In This article we provide an overview of virtual and augmented reality systems and their principal domains of applications.


Author(s):  
Rasmus Helles ◽  
Jacob Ørmen ◽  
Klaus Bruhn Jensen ◽  
Signe Sophus Lai ◽  
Ericka Menchen-Trevino ◽  
...  

In recent years, large-scale analysis of log data from digital devices - often termed ""big data analysis"" (Lazer, Kennedy, King, & Vespignani, 2014) - have taken hold in the field of internet research. Through Application Programming Interfaces (APIs) and commercial measurement, scholars have been able to analyze social media users (Freelon 2014) and web audiences (Taneja, 2016) on an uprecedented scale. And by developing digital research tools, scholars have been able to track individuals across websites (Menchen-Trevino, 2013) and mobile applications (Ørmen & Thorhauge 2015) in greater detail than ever before. Big data analysis holds unique potential for studying communication in depth and across many individuals (see e.g. Boase & Ling, 2013; Prior, 2013). At the same time, this approach introduces new methodological challenges in the transparency of data collection (Webster, 2014), sampling of participants and validity of conclusions (Rieder, Abdulla, Poell, Woltering, & Zack, 2015). Firstly, data aggregation is typically designed for commercial rather than academic purposes. The type of data included as well as how it is presented depend in large part on the business interests of measurement and advertisement companies (Webster, 2014). Secondly, when relying on this kind of secondary data it can be difficult to validate the output or techniques used to generate the data (Rieder, Abdulla, Poell, Woltering, & Zack, 2015). Thirdly, often the unit of analysis is media-centric, taking specific websites or social network pages as the empirical basis instead of individual users (Taneja, 2016). This makes it hard to untangle the behavior of real-world users from the aggregate trends. Lastly, variations in what users do might be so large that it is necessary to move from the aggregate to smaller groups of users to make meaningful inferences (Welles, 2014). Internet research is thus faced with a new research approach in big data analysis with potentials and perils that need to be discussed in combination with traditional approaches. This panel explores the role of big data analysis in relation to the wider repertoire of methods in internet research. The panel comprises four presentations that each sheds light on the complementarity of big data analysis with more traditional qualitative and quantitative methods. The first presentation opens the discussion with an overview of strategies for combining digital traces and commercial audience data with qualitative interviews and quantitative survey methods. The next presentation explores the potential of trace data to improve upon the experimental method. Researcher-collected data enables scholars to operate in a real-world setting, in contrast to a research lab, while obtaining informed consent from participants. The third presentation argues that large-scale audience data provide a unique perspective on internet use. By integrating census-level information about users with detailed traces of their behavior across websites, commercial audience data combines the strength of surveys and digital trace data respectively. Lastly, the fourth presentation shows how multi-institutional collaboration makes it possible do document social media activity (on Twitter) for a whole country (Australia) in a comprehensive manner. A feat not possible through other methods on a similar scale. Through these four presentations, the panel aims to situate big data analysis in the broader repertoire of internet research methods. 


2021 ◽  
Vol 33 (5) ◽  
pp. 1029-1042
Author(s):  
Sho Sakurai ◽  
◽  
Takumi Goto ◽  
Takuya Nojima ◽  
Koichi Hirota

People infer the internal characteristics (attitude, intent, thoughts, ability, relationship, etc.) of others (interpersonal cognition, IC) from the impressions they form from the personality or attributes of those others (impression formation). Studies premised on interpersonal communication in a seated condition have confirmed that, regardless of whether the communication is in the real world or in a media environment, the appearance of the other person affects IC and the outcome of the communication. People also develop relationships based on impressions or images of the other party. The psychological relationship manifests in physical relationships, that is, the relative positions of the body or the movement. In this study, we evaluate the effects of the appearance of the opponent’s avatar on the players’ IC in whole-body interaction taking place in a virtual reality (VR) space. Moreover, we examine the feasibility of constructing a method of changing the players’ relationship in interpersonal interactions that accompany the control and interference of the entire body, “whole-body interaction,” by manipulating their appearances. In this study, we selected the party game Twister as a case model of whole-body interaction and developed a system that allows users to play Twister in VR space. Using this system environment, we conducted an experiment to evaluate the players’ IC based on the gender and realism of the opponent’s avatar. The results showed that differences in the appearance of the opponent’s avatar affected the IC of male players. We also indicated that changes in IC observed in the experiment can affect the players’ relationship, thus identifying issues that must be resolved in order to realize the method.


Author(s):  
Shulan Lu ◽  
Devin Pierce ◽  
Terry Rawlinson ◽  
Derek Harter

Virtual environments (VEs) are developed to invoke feelings of presence in the digitally created representations, which leads to people perceiving and enacting actions as they would in corresponding real world environments. Even though significant strides have been made in enhancing the level of realism of virtual systems, there is still a long way to go toward a system that could provide full immersive experiences. Furthermore, the development cycle of a high realism system can be time consuming and costly. On the theoretical side, this desire of achieving the feeling of presence is not always consistent with the body of literature on grounded cognition, where the environment is known to significantly impact the user’s perception and action. Nevertheless, many studies have shown that people reported the feeling of presence even though the VEs they interacted with were far from realistic representations of the actual environments. This raised a question as to what dimensions of the environments are essential in triggering the feelings of presence. Instead of taking the approach where a fairly immersive system is used and a particular variable is investigated to ascertain its effects on the feelings of presence, the approach used in the current work investigated whether people reduce the potential injury to an avatar by starting out with a low to medium visual realism environment and scaling up to a higher visual realism. The results in the current study suggest that compared to enacting actions in the real world with one’s own body, people are more likely to bring injury to an avatar. This indicates that high visual realism may not be the essential ingredient in invoking the feelings of presence that regulate risk taking behaviors. The limitation and the next step of this research are discussed.


PLoS ONE ◽  
2021 ◽  
Vol 16 (4) ◽  
pp. e0249782
Author(s):  
Terence J. McElvaney ◽  
Magda Osman ◽  
Isabelle Mareschal

People make judgments of others based on appearance, and these inferences can affect social interactions. Although the importance of facial appearance in these judgments is well established, the impact of the body morphology remains unclear. Specifically, it is unknown whether experimentally varied body morphology has an impact on perception of threat in others. In two preregistered experiments (N = 250), participants made judgments of perceived threat of body stimuli of varying morphology, both in the absence (Experiment 1) and presence (Experiment 2) of facial information. Bodies were perceived as more threatening as they increased in mass with added musculature and portliness, and less threatening as they increased in emaciation. The impact of musculature endured even in the presence of faces, although faces contributed more to the overall threat judgment. The relative contributions of the faces and bodies seemed to be driven by discordance, such that threatening faces exerted the most influence when paired with non-threatening bodies, and vice versa. This suggests that the faces and bodies were not perceived as entirely independent and separate components. Overall, these findings suggest that body morphology plays an important role in perceived threat and may bias real-world judgments.


2020 ◽  
Vol 4 (1) ◽  
pp. 1 ◽  
Author(s):  
Jeffrey C. F. Ho

Researchers have been investigating ways to improve users’ spatial perception in virtual environments. Very limited studies have focused on the context of virtual reality (VR) games. Tutorials with practices, a common element in games, are good opportunities to implement measures that improve players’ spatial perception. Using an experiment, this paper investigates how two types of practices (real-world and virtual-world practices) influence players’ spatial perception, game performance, and immersion in VR games. Given that spatial perception is viewed as an essential aspect of VR applications, the moderating role of spatial perception on the effect of practices in game performance is also explored. The results demonstrate that virtual-world practice is effective in improving players’ spatial perception of the virtual environment of VR games. Real-world practice is suggested to be effective in enhancing spatial perception when it is averaged over multiple sessions. The results also suggest that spatial perception moderates the effects of practices on game performance. The results imply that practices in game tutorial can be a transitional environment for new players to enter a VR game.


2019 ◽  
Vol 39 (6) ◽  
pp. 30-45 ◽  
Author(s):  
Karthic Madanagopal ◽  
Eric D. Ragan ◽  
Perakath Benjamin
Keyword(s):  

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