scholarly journals The Effect of Increased Body Motion in Virtual Reality on a Placement-Retrieval Task

2021 ◽  
Author(s):  
Thibault Friedrich ◽  
Arnaud Prouzeau ◽  
Michael McGuffin
Author(s):  
You Wu ◽  
Lara Schmidt ◽  
Matthew Parker ◽  
John Strong ◽  
Michael Bruns ◽  
...  

We present a novel, low-power and untethered pneumatic haptic device, namely the ACTIVE-Hand, for realistic and real-time 3D gaming experience. Currently, body-motion based 3D gaming systems primarily use visual feedback to provide partly immersive gaming experiences. Tactile feedback systems in Virtual Reality provide immersion with high tactile resolution, but they are expensive and difficult to setup and calibrate. The conceptually economical modular design of the ACTIVE-Hand allows easily configurable tactile feedback as per application requirements. Contrary to commercial systems like Wii™ which provide global vibrations as a proxy for synthetic tactile feed-back, the ACTIVE Hand is comparably lightweight, yet scalable to meet localized tactile resolution requirements. The ACTIVE-Hand provides controllable pulses for dynamic virtual interactions such as pressing virtual buttons and hitting moving virtual balls. We successfully demonstrate the paradigm of dynamic tactile interactions in virtual environments through a 3D Pong game by integrating the ACTIVE-Hand with Kinect™ camera.


PLoS ONE ◽  
2021 ◽  
Vol 16 (1) ◽  
pp. e0245717
Author(s):  
Shlomi Haar ◽  
Guhan Sundar ◽  
A. Aldo Faisal

Motor-learning literature focuses on simple laboratory-tasks due to their controlled manner and the ease to apply manipulations to induce learning and adaptation. Recently, we introduced a billiards paradigm and demonstrated the feasibility of real-world-neuroscience using wearables for naturalistic full-body motion-tracking and mobile-brain-imaging. Here we developed an embodied virtual-reality (VR) environment to our real-world billiards paradigm, which allows to control the visual feedback for this complex real-world task, while maintaining sense of embodiment. The setup was validated by comparing real-world ball trajectories with the trajectories of the virtual balls, calculated by the physics engine. We then ran our short-term motor learning protocol in the embodied VR. Subjects played billiard shots when they held the physical cue and hit a physical ball on the table while seeing it all in VR. We found comparable short-term motor learning trends in the embodied VR to those we previously reported in the physical real-world task. Embodied VR can be used for learning real-world tasks in a highly controlled environment which enables applying visual manipulations, common in laboratory-tasks and rehabilitation, to a real-world full-body task. Embodied VR enables to manipulate feedback and apply perturbations to isolate and assess interactions between specific motor-learning components, thus enabling addressing the current questions of motor-learning in real-world tasks. Such a setup can potentially be used for rehabilitation, where VR is gaining popularity but the transfer to the real-world is currently limited, presumably, due to the lack of embodiment.


2019 ◽  
Vol 26 (4) ◽  
pp. 83-93
Author(s):  
Pouya Mohammadi ◽  
Enrico Mingo Hoffman ◽  
Niels Dehio ◽  
Milad S. Malekzadeh ◽  
Martin Giese ◽  
...  

Author(s):  
Shlomi Haar ◽  
Guhan Sundar ◽  
A. Aldo Faisal

AbstractMotor-learning literature focuses on simple laboratory-tasks due to their controlled manner and the ease to apply manipulations to induce learning and adaptation. Recently, we introduced a billiards paradigm and demonstrated the feasibility of real-world-neuroscience using wearables for naturalistic full-body motion-tracking and mobile-brain-imaging. Here we developed an embodied virtual-reality (VR) environment to our real-world billiards paradigm, which allows to control the visual feedback for this complex real-world task, while maintaining sense of embodiment. The setup was validated by comparing real-world ball trajectories with the trajectories of the virtual balls, calculated by the physics engine. We then ran our learning protocol in the embodied VR. Subjects played billiard shots when they held the physical cue and hit a physical ball on the table while seeing it all in VR. We found comparable learning trends in the embodied VR to those we previously reported in the physical real-world task. Embodied VR can be used for learning real-world tasks in a highly controlled environment which enables applying visual manipulations, common in laboratory-tasks and rehabilitation, to a real-world full-body task. Embodied VR enables to manipulate feedback and apply perturbations to isolate and assess interactions between specific motor-learning components, thus enabling addressing the current questions of motor-learning in real-world tasks. Such a setup can be used for rehabilitation, where VR is gaining popularity but the transfer to the real-world is currently limited, presumably, due to the lack of embodiment.


Author(s):  
Moein Razavi ◽  
Takashi Yamauchi ◽  
Vahid Janfaza ◽  
Anton Leontyev ◽  
Shanle Longmire-Monford ◽  
...  

The human mind is multimodal. Yet most behavioral studies rely on century-old measures of behavior—task accuracy and latency (response time). Multimodal and multisensory analysis of human behavior creates a better understanding of how the mind works. The problem is that designing and implementing these experiments is technically complex and costly. This paper introduces versatile and economical means of developing multimodal-multisensory human experiments. We provide an experimental design framework that automatically integrates and synchronizes measures including electroencephalogram (EEG), galvanic skin response (GSR), eye-tracking, virtual reality (VR), body movement, mouse/cursor motion and response time. Unlike proprietary systems (e.g., iMotions), our system is free and open-source; it integrates PsychoPy, Unity and Lab Streaming Layer (LSL). The system embeds LSL inside PsychoPy/Unity for the synchronization of multiple sensory signals—gaze motion, electroencephalogram (EEG), galvanic skin response (GSR), mouse/cursor movement, and body motion—with low-cost consumer-grade devices in a simple behavioral task designed by PsychoPy and a virtual reality environment designed by Unity. This tutorial shows a step-by-step process by which a complex multimodal-multisensory experiment can be designed and implemented in a few hours. When conducting the experiment, all of the data synchronization and recoding of the data to disk will be done automatically.


Sensors ◽  
2020 ◽  
Vol 20 (5) ◽  
pp. 1244 ◽  
Author(s):  
Jacob Kritikos ◽  
Chara Zoitaki ◽  
Giannis Tzannetos ◽  
Anxhelino Mehmeti ◽  
Marilina Douloudi ◽  
...  

Virtual Reality has already been proven as a useful supplementary treatment tool for anxiety disorders. However, no specific technological importance has been given so far on how to apply Virtual Reality with a way that properly stimulates the phobic stimulus and provide the necessary means for lifelike experience. Thanks to technological advancements, there is now a variety of hardware that can help enhance stronger emotions generated by Virtual Reality systems. This study aims to evaluate the feeling of presence during different hardware setups of Virtual Reality Exposure Therapy, and, particularly how the user’s interaction with those setups can affects their sense of presence during the virtual simulation. An acrophobic virtual scenario is used as a case study by 20 phobic individuals and the Witmer–Singer presence questionnaire was used for presence evaluation by the users of the system. Statistical analysis on their answers revealed that the proposed full body Motion Recognition Cameras system generates a better feeling of presence compared to the Hand Controllers system. This is thanks to the Motion Recognition Cameras, which track and allow display of the user’s entire body within the virtual environment. Thus, the users are enabled to interact and confront the anxiety-provoking stimulus as in real world. Further studies are recommended, in which the proposed system could be used in Virtual Reality Exposure Therapy trials with acrophobic patients and other anxiety disorders as well, since the proposed system can provide natural interaction in various simulated environments.


2012 ◽  
Vol 487 ◽  
pp. 148-152
Author(s):  
Chang Yu He ◽  
Xiao Ming Hu ◽  
Yue Liu ◽  
Yong Tian Wang ◽  
Hao Bo Cheng

Motion tracking has shown promise as a powerful technique to improve interaction function in Virtual Reality (VR).Users can interact naturally with virtual environment by using body motion as the interface. This paper presents a design of a telescope-style interaction system combined with an inertial/magnetic motion tracking unit for users’ interacting with the virtual environment and a near-to-eye display system supplying visual virtual environment to users. Since the movement acceleration will cause the error of accelerometer measurement, users will feel uncomfortable and cannot interact well with the virtual environment because of pictures’ jitter. To enhance the user's immersion in the virtual environment, a Kalman filter is designed to ensure the accuracy of users’ motion information. Performance of the estimation’s precision is shown in the experiments and results.


Author(s):  
Matteo Macchini ◽  
Manana Lortkipanidze ◽  
Fabrizio Schiano ◽  
Dario Floreano

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