Presence in virtual environments as a function of type of input device and display update rate

Displays ◽  
1998 ◽  
Vol 19 (2) ◽  
pp. 91-98 ◽  
Author(s):  
Woodrow Barfield ◽  
Kevin M Baird ◽  
Ove J Bjorneseth
Author(s):  
Filipe Gaspar ◽  
Rafael Bastos ◽  
Miguel Sales

In large-scale immersive virtual reality (VR) environments, such as a CAVE, one of the most common problems is tracking the position of the user’s head while he or she is immersed in this environment to reflect perspective changes in the synthetic stereoscopic images. In this paper, the authors describe the theoretical foundations and engineering approach adopted in the development of an infrared-optical tracking system designed for large scale immersive Virtual Environments (VE) or Augmented Reality (AR) settings. The system is capable of tracking independent retro-reflective markers arranged in a 3D structure in real time, recovering all possible 6DOF. These artefacts can be adjusted to the user’s stereo glasses to track his or her head while immersed or used as a 3D input device for rich human-computer interaction (HCI). The hardware configuration consists of 4 shutter-synchronized cameras attached with band-pass infrared filters and illuminated by infrared array-emitters. Pilot lab results have shown a latency of 40 ms when simultaneously tracking the pose of two artefacts with 4 infrared markers, achieving a frame-rate of 24.80 fps and showing a mean accuracy of 0.93mm/0.51º and a mean precision of 0.19mm/0.04º, respectively, in overall translation/rotation, fulfilling the requirements initially defined.


1994 ◽  
Vol 3 (1) ◽  
pp. 45-59 ◽  
Author(s):  
Ryugo Kijima ◽  
Kimiko Shirakawa ◽  
Michitaka Hirose ◽  
Kenji Nihei

The sand play technique (Sandspiel) has often been used in psychological treatments. The primary purpose of this study was to construct a practical virtual environment to support the application of this technique with computers. The prototype application called “Virtual Sand Box” was developed to test the Sand Play Technique in the diagnosis and treatment of autistic patients. The display system and input device are discussed. A detailed description is also provided for how a virtual environment was constructed to cater input systems into output systems in order to facilitate manipulation tasks for the user. Experimental results gave insight into the feasibility and advantages of applying virtual reality technology to clinical medicine, particularly with respect to the diagnosis of the people with psychological and psychiatric sicknesses such as autism and neurosis.


2007 ◽  
Vol 16 (3) ◽  
pp. 293-306 ◽  
Author(s):  
Gregorij Kurillo ◽  
Matjaž Mihelj ◽  
Marko Munih ◽  
Tadej Bajd

In this article we present a new isometric input device for multi-fingered grasping in virtual environments. The device was designed to simultaneously assess forces applied by the thumb, index, and middle finger. A mathematical model of grasping, adopted from the analysis of multi-fingered robot hands, was applied to achieve multi-fingered interaction with virtual objects. We used the concept of visual haptic feedback where the user was presented with visual cues to acquire haptic information from the virtual environment. The virtual object corresponded dynamically to the forces and torques applied by the three fingers. The application of the isometric finger device for multi-fingered interaction is demonstrated in four tasks aimed at the rehabilitation of hand function in stroke patients. The tasks include opening the combination lock on a safe, filling and pouring water from a glass, muscle strength training with an elastic torus, and a force tracking task. The training tasks were designed to train patients' grip force coordination and increase muscle strength through repetitive exercises. The presented virtual reality system was evaluated in a group of healthy subjects and two post-stroke patients (early post-stroke and chronic) to obtain overall performance results. The healthy subjects demonstrated consistent performance with the finger device after the first few trials. The two post-stroke patients completed all four tasks, however, with much lower performance scores as compared to healthy subjects. The results of the preliminary assessment suggest that the patients could further improve their performance through virtual reality training.


2018 ◽  
Vol 8 (1) ◽  
pp. 1-9 ◽  
Author(s):  
Marián Hudák ◽  
Štefan Korečko ◽  
Branislav Sobota

Abstract LIRKIS CAVE is a unique immersive virtual reality installation with a compact cylinder-based construction and a high-quality stereoscopic video output rendered on twenty 55” Full HD LCD panels. While the video output of the CAVE provides a high level of immersion to a virtual world, its original implementation of peripherals support had a negative impact because of a limited number of supported devices and certain performance issues. In this paper we describe a new, distributed, peripheral devices support implementation for the LIRKIS CAVE, which solves the performance issues and allows for ease of integration of new input devices into the CAVE. We also present a successful integration of a special input device, the Myo armband,which allows a natural and unobtrusive gesture-based control of virtual environments. The integration includes a newly developed control and monitoring application for the Myo, called MLCCS, which utilization is not limited to CAVE systems or virtual reality applications.


1995 ◽  
Vol 4 (4) ◽  
pp. 403-416 ◽  
Author(s):  
Daniel P. Mapes ◽  
J. Michael Moshell

A two-handed direct manipulation VE (virtual environment) interface has been developed as an intuitive manipulation metaphor for graphical objects. A new input device called ChordGloves introduces a simple technique for rapid and repeatable gesture recognition; the Chordgloves emulate a pair of 3-D mice and a keyboard. A drafting table is isomorphically mapped into the VE and provides hand support for 2-D interface techniques, as well as a reference frame for calibrating the mapping between real and virtual worlds. A cursor gravity function is used to grab vertices, edges, or faces and establish precisely aligned differential constraints between objects called anchors. The capability of subjects to translate, rotate, scale, align, and glue objects is tested with a puzzle building task. An approximation of the puzzle task is done in Adobe Illustrator to provide a performance reference. Results and informal user observations as well as topics for future work are presented.


1995 ◽  
Vol 1 (1) ◽  
pp. 3-15 ◽  
Author(s):  
Woodrow Barfield ◽  
Claudia Hendrix

Author(s):  
Filipe Gaspar ◽  
Rafael Bastos ◽  
Miguel Sales

In large-scale immersive virtual reality (VR) environments, such as a CAVE, one of the most common problems is tracking the position of the user’s head while he or she is immersed in this environment to reflect perspective changes in the synthetic stereoscopic images. In this paper, the authors describe the theoretical foundations and engineering approach adopted in the development of an infrared-optical tracking system designed for large scale immersive Virtual Environments (VE) or Augmented Reality (AR) settings. The system is capable of tracking independent retro-reflective markers arranged in a 3D structure in real time, recovering all possible 6DOF. These artefacts can be adjusted to the user’s stereo glasses to track his or her head while immersed or used as a 3D input device for rich human-computer interaction (HCI). The hardware configuration consists of 4 shutter-synchronized cameras attached with band-pass infrared filters and illuminated by infrared array-emitters. Pilot lab results have shown a latency of 40 ms when simultaneously tracking the pose of two artefacts with 4 infrared markers, achieving a frame-rate of 24.80 fps and showing a mean accuracy of 0.93mm/0.51º and a mean precision of 0.19mm/0.04º, respectively, in overall translation/rotation, fulfilling the requirements initially defined.


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