Towards an Internal Process Model for Haptic Interactions within Virtual Environments*

Author(s):  
Stanley Tarng ◽  
Julien Campbell ◽  
Yaoping Hu
PLoS ONE ◽  
2016 ◽  
Vol 11 (6) ◽  
pp. e0157681 ◽  
Author(s):  
Min Li ◽  
Sina Sareh ◽  
Guanghua Xu ◽  
Maisarah Binti Ridzuan ◽  
Shan Luo ◽  
...  

Author(s):  
Clive Fencott

This chapter undertakes a methodological study of virtual environments (VEs), a specific subset of interactive systems. It takes as a central theme the tension between the engineering and aesthetic notions of VE design. First of all method is defined in terms of underlying model, language, process model, and heuristics. The underlying model is characterized as an integration of Interaction Machines and Semiotics with the intention to make the design tension work to the designer’s benefit rather than trying to eliminate it. The language is then developed as a juxtaposition of UML and the integration of a range of semiotics-based theories. This leads to a discussion of a process model and the activities that comprise it. The intention throughout is not to build a particular VE design method, but to investigate the methodological concerns and constraints such a method should address.


Author(s):  
Clive Fencott

This chapter undertakes a methodological study of virtual environments (VEs), a specific subset of interactive systems. It takes as a central theme the tension between the engineering and aesthetic notions of VE design. First of all method is defined in terms of underlying model, language, process model, and heuristics. The underlying model is characterized as an integration of Interaction Machines and Semiotics with the intention to make the design tension work to the designer’s benefit rather than trying to eliminate it. The language is then developed as a juxtaposition of UML and the integration of a range of semiotics-based theories. This leads to a discussion of a process model and the activities that comprise it. The intention throughout is not to build a particular VE design method, but to investigate the methodological concerns and constraints such a method should address.


2013 ◽  
Vol 22 (1) ◽  
pp. 36-53 ◽  
Author(s):  
Jing Qin ◽  
Kup-Sze Choi ◽  
Renheng Xu ◽  
Wai-Man Pang ◽  
Pheng-Ann Heng

It has been widely demonstrated that haptic interaction can enrich the sense of copresence of distributed users and improve their performance in collaborative virtual environments (CVEs). However, the influence of network traffic on haptic collaboration, particularly packet loss in haptic data streams, is still largely unknown. In order to investigate this effect, we designed and conducted a series of experiments on a simulated lossy network. First, a single-user interactive task was designed to estimate the just- noticeable packet loss threshold in terms of the length of burst loss (LBL). Second, a CVE was developed in which two users are required to work together on a goal-directed task through haptic collaboration. Experiments were performed to evaluate the users' task performance at different packet loss rates and their perception using subjective measurements. Finally, the effect of packet loss combined with network latency was investigated. The findings are: (1) the threshold LBL value for haptic discontinuity to become noticeable is 60.18 ms; (2) haptic collaboration performance is sensitive to packet loss rate; and (3) while the combined effect of packet loss and communication delay adversely affects collaborative haptic interactions, the influence due to packet loss rate is dominant when the delay is below a certain threshold. These results can serve as a guiding reference for the design and development of virtual telepresence systems with rich haptic collaborations.


2008 ◽  
pp. 247-265
Author(s):  
Clive Fencott

This chapter undertakes a methodological study of virtual environments (VEs), a specific subset of interactive systems. It takes as a central theme the tension between the engineering and aesthetic notions of VE design. First of all method is defined in terms of underlying model, language, process model, and heuristics. The underlying model is characterized as an integration of Interaction Machines and Semiotics with the intention to make the design tension work to the designer’s benefit rather than trying to eliminate it. The language is then developed as a juxtaposition of UML and the integration of a range of semiotics-based theories. This leads to a discussion of a process model and the activities that comprise it. The intention throughout is not to build a particular VE design method, but to investigate the methodological concerns and constraints such a method should address.


1979 ◽  
Vol 44 (1) ◽  
pp. 3-30 ◽  
Author(s):  
Carol A. Pruning

A rationale for the application of a stage process model for the language-disordered child is presented. The major behaviors of the communicative system (pragmatic-semantic-syntactic-phonological) are summarized and organized in stages from pre-linguistic to the adult level. The article provides clinicians with guidelines, based on complexity, for the content and sequencing of communicative behaviors to be used in planning remedial programs.


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.


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