An experimental study on the effects of Network delay in Cooperative Shared Haptic Virtual Environment

2003 ◽  
Vol 27 (2) ◽  
pp. 205-213 ◽  
Author(s):  
M.Osama Alhalabi ◽  
Susumu Horiguchi ◽  
Susumu Kunifuji
Author(s):  
Jennifer A. Ehrlich ◽  
Eugenia M. Kolasinski

Virtual environment (VE) users often experience varying levels of Nausea, Oculomotor Discomfort, and Disorientation after VE exposure. Is there a difference in symptoms for people who end their VE exposure prematurely compared to those who, though suffering discomfort, do not? Sickness data from 29 participants who dropped out of their experimental study (dropouts) and 29 of the most severely sick of those who completed their study (finishers) were compared. Though there was insufficient evidence to conclude that the two groups differed in terms of Total Severity, dropouts experienced significantly more Nausea than did finishers. Relative subscale rankings indicate the most severe symptom for dropouts was primarily Disorientation followed by Nausea. For finishers the most severe symptom was also Disorientation but followed essentially equally by either Nausea or Oculomotor Discomfort. Ramifications of these findings are discussed.


1996 ◽  
Vol 10 (23n24) ◽  
pp. 3011-3018 ◽  
Author(s):  
P.M. Taylor ◽  
A. Hosseini-Sianaki ◽  
C.J. Varley

A tactile array system, when incorporated in an information system, provides a means of conveying tactile data to the user. Such arrays have many applications including simulators for training purposes and Braille systems for the blind. The use of ER fluids in these systems would provide an inexpensive alternative to the existing technologies because of the simple and flexible designs. An experimental study has been conducted which involves a simple 5×5 array of tactels, each tactel being independently energised in order to configure a variety of shapes. A series of tests are carried out on two different types of ER fluids under a range of electric fields and sensor speeds. The results show that for the given tactel spacing, the programmed shapes are easily detected for all conditions and are directly comparable to similar tests undertaken on a solid shape.


2002 ◽  
Vol 11 (4) ◽  
pp. 425-434 ◽  
Author(s):  
Holger Regenbrecht ◽  
Thomas Schubert

It has long been argued that the possibility to interact in and with a virtual environment (VE) enhances the sense of presence. On the basis of a three-component model of presence, we specify this hypothesis and argue that the mental representation of possible actions should especially enhance spatial presence, and to a lesser extent the involvement and realness of a VE. We support this hypothesis in three studies. A correlative study showed that self-reported interaction possibilities correlated significantly with spatial presence, but not with the other two factors. A first experimental study showed that possible self-movement significantly increased spatial presence and realness. A second experimental study showed that even the illusion of interaction, with no actual interaction taking place, significantly increased spatial presence.


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