Making the Visual Tangible: Substituting Lifting Speed Limits for Object Weight in VR

2019 ◽  
Vol 27 (1) ◽  
pp. 68-79 ◽  
Author(s):  
Veronica Weser ◽  
Dennis R. Proffitt

We developed a novel interaction technique that allows virtual reality (VR) users to experience “weight” when hefting virtual, weightless objects. With this technique the perception of weight is evoked via constraints on the speed with which objects can be lifted. When hefted, heavier virtual objects move slower than lighter virtual objects. If lifters move faster than the lifted object, the object will fall. This constraint causes lifters to move slowly when lifting heavy objects. In two studies we showed that the size-weight illusion (SWI) is evoked when this technique is employed. The SWI occurs when two items of identical weight and different size are lifted and the smaller item is perceived as heavier than the larger item. The persistence of this illusion in VR indicates that participants bring their real-world knowledge of the relationship between size and weight to their virtual experience, and suggests that our interaction technique succeeds in making the visible tangible.

2021 ◽  
Author(s):  
Ezgi Pelin Yildiz

Augmented reality is defined as the technology in which virtual objects are blended with the real world and also interact with each other. Although augmented reality applications are used in many areas, the most important of these areas is the field of education. AR technology allows the combination of real objects and virtual information in order to increase students’ interaction with physical environments and facilitate their learning. Developing technology enables students to learn complex topics in a fun and easy way through virtual reality devices. Students interact with objects in the virtual environment and can learn more about it. For example; by organizing digital tours to a museum or zoo in a completely different country, lessons can be taught in the company of a teacher as if they were there at that moment. In the light of all these, this study is a compilation study. In this context, augmented reality technologies were introduced and attention was drawn to their use in different fields of education with their examples. As a suggestion at the end of the study, it was emphasized that the prepared sections should be carefully read by the educators and put into practice in their lessons. In addition it was also pointed out that it should be preferred in order to communicate effectively with students by interacting in real time, especially during the pandemic process.


2021 ◽  
Vol 33 (1) ◽  
Author(s):  
Isak de Villiers Bosman ◽  
Koos De Beer ◽  
Theo J.D. Bothma

Virtual reality has the potential to enhance a variety of real-world training and entertainment applications by creating the illusion that a user of virtual reality is physically present inside the digitally created environment. However, the use of tactile feedback to convey information about this environment is often lacking in VR applications. New methods for inducing a degree of tactile feedback in users are described, which induced the illusion of a tactile experience, referred to as pseudo-tactile feedback. These methods utilised shared properties between audio and tactile feedback that can be crossmodally mapped between the two modalities in the design of a virtual reality prototype for a qualitative usability study in order to test the effectiveness and underlying causes of such feedback in the total absence of any real-world tactile feedback. Results show that participants required believable audio stimuli that they could conceive as real-world textures as well a sense of hand-ownership to suspend disbelief and construct an internally consistent mental model of the virtual environment. This allowed them to conceive believable tactile sensations that result from interaction with virtual objects inside this environment.


Author(s):  
Anang Pramono ◽  
Martin Dwiky Setiawan

The concept of education for children is important. The aspects that must be considered are methods and learning media. In this research innovative and alternative learning media are made to understand fruits for children with Augmented Reality (AR). Augmented Reality (AR) in principle is a technology that is able to combine two-dimensional or three-dimensional virtual objects into a real environment and then project it. This learning media combines picture cards and virtual reality. Markers contained on picture cards will be captured by the mobile device camera, processed and will 3D animated pieces appear on the mobile screen in realtime. By using the concept of combining real world, real images on cards and virtual, applications can stimulate imagination and sense of desire in children and motivation to learn more and more. 3D fruit estimation created using the 3D Blender application and the Augmented Rea process lity is made using Unity and the Vuforia SDK library. The application of fruit recognition has been applied to several child respondents and has been tested on several types and brands of Android-based mobile phones. Based on research trials, 86% of 30 respondents stated that the application which was developed very effectively as a medium for the introduction of fruits.


2017 ◽  
Vol 1 (2) ◽  
pp. 18-41
Author(s):  
Zeenat AlKassim ◽  
Nader Mohamed

This paper discusses recent and unique inventions in Human Computer Interaction (HCI). To that end, firstly the authors discuss the Sixth Sense Technology. This technology allows users to interact with virtual objects in the real world in a unique manner. It has a number of applications which are further discussed. Then the opportunities and challenges are discussed. Most importantly, a list of inventions in fields of Augmented Reality (AR) and Virtual Reality (VR) in the recent years are discussed, grouped and compared. These include the smart eye glasses, VR headsets, smart watches, and more. Future implications of all those technologies are brought into light considering the new advancements in software and hardware designs. Recommendations are highlighted for future inventions.


2020 ◽  
Vol 27 (2) ◽  
pp. 183-201 ◽  
Author(s):  
Federica Pallavicini ◽  
Alessandro Pepe ◽  
Ambra Ferrari ◽  
Giacomo Garcea ◽  
Andrea Zanacchi ◽  
...  

Scientific knowledge is still limited about the effect of commercial virtual reality content, such as experiences developed for advertising purposes, on individual emotional experience. In addition, even though correlations between emotional responses and perceived sense of presence in virtual reality have often been reported, the relationship remains unclear. Some studies have suggested an important effect of ease of interaction on both emotions and the sense of presence, but only a few studies have scientifically explored this topic. Within this context, this study aimed to: (a) test the effect of inducing positive emotions of a commercial virtual experience developed for the promotion of an urban renewal project, (b) investigate the relationship between positive emotions and the perceived sense of presence, and (c) explore the association between the ease of interaction of the virtual experience with positive emotions and the sense of presence reported by the users. Sixty-one participants were recruited from visitors to the 2017 Milan Design Week “Fuorisalone” event. A survey was administered before and after the experience to collect information about users' demographics, positive emotions, sense of presence, and the ease of interaction with the virtual content. Results give evidence that: (a) the commercial virtual reality experience was able to induce positive emotions; (b) the positive emotions reported by users were associated with the sense of presence experienced in the virtual environment, with a directional effect from emotion to sense of presence; and (c) the easier the interaction, the more the sense of presence and positive emotions were reported by users.


2022 ◽  
Vol 30 (9) ◽  
pp. 0-0

With advances in communication technologies, virtual reality (VR) has become increasing popular. This study investigated the influence of virtual experiences on advertising effects. A 2 (virtual experience immersion: high vs. low) × 2 (virtual experience product control: high vs. low) × 2 (virtual experience product stimulation: high vs. low) between-subjects design was conducted. The results revealed that compared with the low-immersion virtual experience, the high-immersion virtual experience produced better advertisement attitudes. Furthermore, virtual experiences with high product control generated better advertisement attitudes when compared with virtual experiences with low product control. The two-way interactions between virtual experience product stimulation and immersion and between virtual experience product stimulation and virtual experience product control induced better brand attitude and purchase intention. In addition, telepresence and perceived enjoyment mediated the relationship between virtual experience and advertisement attitudes.


Author(s):  
V. Barrile ◽  
G. Bilotta ◽  
G. M. Meduri ◽  
D. De Carlo ◽  
A. Nunnari

In this study, using technologies such as laser scanner and GPR it was desired to see their potential in the cultural heritage. Also with regard to the processing part we are compared the results obtained by the various commercial software and algorithms developed and implemented in Matlab. Moreover, Virtual Reality and Augmented Reality allow integrating the real world with historical-artistic information, laser scanners and georadar (GPR) data and virtual objects, virtually enriching it with multimedia elements, graphic and textual information accessible through smartphones and tablets.


Disputatio ◽  
2019 ◽  
Vol 11 (55) ◽  
pp. 437-451
Author(s):  
Mark Silcox

AbstractIn “The Virtual and the Real,” David Chalmers argues that there is an epistemic and ontological parity between VR and ordinary reality. My argument here is that, whatever the plausibility of these claims, they provide no basis for supposing that there is a similar parity of value. Careful reflection upon certain aspects of the transition that individuals make from interacting with real-world, physical environments to interacting with VR provides a basis for thinking that, to the extent that there are good reasons to deny the reality of virtual objects, there are also reasons to place a correspondingly higher value upon the experience of interacting with a VR environment. Chalmers’ assumption to the contrary arises from a subtle misrepresentation of how the phenomenon of cognitive penetration works in the perception of virtual objects, and from an unwillingness to acknowledge how our attitudes toward virtual environments are conditioned by the values we adopt when engaged in gameplay.


Author(s):  
John Hillman

Augmented reality is fundamentally different from virtual reality: it does not map a real world environment into a digital one as a virtual experience. Instead, it locates both reality and virtual within the same experiential frame. Through it, our interactions with reality are mediated via the fantasy of an augmented experience. Thus, augmented reality supplements what we see with the purpose of trying to maintain our attention. What is most fascinating about augmented reality is how reality itself becomes a part of, rather than distinct from, digital information. It is in this sense that the very notion of seeing is fundamentally challenged. Since when augmented technology is not deployed, what is left is an apparent incompleteness of simply looking. But what are the consequences of confronting this incompleteness? In this article I examine how augmented reality simply renders a structure that has always sustained the visual field. Keywords: augmented reality, gaze, Lacan, looking


2020 ◽  
Vol 10 (21) ◽  
pp. 7920
Author(s):  
Youngwon Ryan Kim ◽  
Suhan Park ◽  
Gerard J. Kim

In this paper, we propose and explore a touch screen based interaction technique, called the “Blurry Touch Finger” for EasyVR, a mobile VR platform with non-isolating flip-on glasses that allows the fingers accessible to the screen. We demonstrate that, with the proposed technique, the user is able to accurately select virtual objects, seen under the lenses, directly with the fingers even though they are blurred and physically block the target object. This is possible owing to the binocular rivalry that renders the fingertips semi-transparent. We carried out a first stage basic evaluation assessing the object selection performance and general usability of Blurry Touch Finger. The study has revealed that, for objects with the screen space sizes greater than about 0.5 cm, the selection performance and usability of the Blurry Touch Finger, as applied in the EasyVR configuration, was comparable to or higher than those with both the conventional head-directed and hand/controller based ray-casting selection methods. However, for smaller sized objects, much below the size of the fingertip, the touch based selection was both less performing and usable due to the usual fat finger problem and difficulty in stereoscopic focus.


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