Influence of network delay on human perception of weight in virtual environment

Author(s):  
Pingguo Huang ◽  
Ryo Arima ◽  
Yutaka Ishibashi
2003 ◽  
Vol 27 (2) ◽  
pp. 205-213 ◽  
Author(s):  
M.Osama Alhalabi ◽  
Susumu Horiguchi ◽  
Susumu Kunifuji

Author(s):  
Noha Saleeb

Previous research tests and experiments have provided evidence for the disparity between human perception of space in the physical environment and the 3D virtual environment. This could have dire effects on the decision-making process throughout the whole construction lifecycle of an asset due to non-precision of perceived spaces. Results have shown an infidelity in displaying the actual dimensions of the space in the 3D virtual environment, and previous research by the author has identified the magnitude of this disparity. However, there has been inconclusive reasoning behind the causes for this disparity. This chapter aims to investigate and highlight different psychophysical factors that might cause this difference in perception, and compare these factors with previously investigated research.


This sweeping introduction to the science of virtual environment technology masterfully integrates research and practical applications culled from a range of disciplines, including psychology, engineering, and computer science. With contributions from the field's foremost researchers and theorists, the book focuses in particular on how virtual technology and interface design can better accommodate human cognitive, motor, and perceptual capabilities. Throughout, it brings the reader up-to-date with the latest design strategies and cutting-edge virtual environments, and points to promising avenues for future development. The book is divided into three parts. The first part introduces the reader to the subject by defining basic terms, identifying key components of the virtual environment, and reviewing the origins and elements of virtual environments. The second part focuses of current technologies used to present visual, auditory, tactile, and kinesthetic information. The book concludes with an in-depth analysis of how environments and human perception are integrated to create effective virtual systems. Comprehensive and splendidly written, Virtual Environments and Advanced Interface Design will be the "bible" on the subject for years to come. Students and researchers in computer science, psychology, and cognitive science will all want to have a copy on their shelves.


Author(s):  
Ralph Stelzer ◽  
Matthias Klaus ◽  
Wolfgang Steger ◽  
Erik Steindecker ◽  
Gregor Tauscher

Virtual testing is a significant part of the product development process. It is possible to completely solve many problems through the interaction of geometric models, simulation tools, human models with the help of the appropriate software. If, in the course of testing, it is necessary to take into account subjective human perception, one may profitably use a full-size system for immersive projection (VR system). Such a system particularly makes sense in evaluating manufacturing, operating, application or maintenance. The human being interacts with a product whose physical shape does not yet exist in a virtual environment. In this case, the movements of product components are generally indirectly controlled by using a flystick, a wand or a similar input device. In reality many operations in maintenance are determined by the position and posture of the maintenance personal as well as by the mass, center of gravity and dimensions of the object to be manipulated. In a Mixed Reality Environment, it is possible to achieve a meaningful subjective ergonomic evaluation of the abovementioned operations. The paper elucidates a strategy to integrate real product components into a virtual environment. The user applies the real components or tools in the immersive full-size projection of the VR system. The VR system tracks the real object. This way, it is possible to move an invisible object model in the VR system in sync with the movements of the real object. The collision detection tool provided in the VR system is available and signalises contact of the real object with the virtual environment. The demonstrated solution is under consideration for the planning and ergonomic evaluation of service activities. The need of industry for a process that can be controlled in a safe manner is of particular concern. The solution given here is aimed at maintenance to be performed on the brake system of a light-duty truck.


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