scholarly journals Networked haptic interaction in virtual reality for collaborative design

2004 ◽  
Author(s):  
ChangEun Kim
2021 ◽  
Author(s):  
John Muñoz ◽  
Samira Mehrabi ◽  
Yirou Li ◽  
Aysha Basharat ◽  
Jennifer Boger ◽  
...  

BACKGROUND Advancements in supporting personalized healthcare and wellbeing using virtual reality (VR) has created opportunities to use immersive games to support a healthy lifestyle for persons living with dementia (PLWD) and mild cognitive impairment (MCI). Collaboratively designing exercise-video games (exergames) as a multi-stakeholder team is fundamental to creating games that are attractive, effective, and accessible. OBJECTIVE This research explores the use of participatory design methods that involve PLWD in long-term care facilitates, exercise professionals, content developers, game designers, and researchers in the creation of VR exergames targeting physical activity promotion for PLWD/MCI. METHODS Conceptualization, collaborative design, and playtesting activities were carried out to design VR exergames to engage PLWD in exercises to promote upper-limb flexibility, strength and aerobic endurance RESULTS Our results demonstrate how different stakeholders contribute to the design of VR exergames that consider/complement complex needs, preferences, and motivators of an underrepresented group of end-users as well as game design elements that reflect feedback for therapists and researchers. CONCLUSIONS This study provides evidence that collaborative multi-stakeholder design results in more tailored and context-aware VR games for PLWD. The insights and lessons learned in from this research can be used by others to co-design games, including remote engagement techniques that were used during the COVID-19 pandemic.


Procedia CIRP ◽  
2020 ◽  
Vol 91 ◽  
pp. 802-807
Author(s):  
Simon Kind ◽  
Andreas Geiger ◽  
Nora Kießling ◽  
Michael Schmitz ◽  
Rainer Stark

Author(s):  
Robert E. Wendrich ◽  
Kris-Howard Chambers ◽  
Wadee Al-Halabi ◽  
Eric J. Seibel ◽  
Olaf Grevenstuk ◽  
...  

Hybrid Design Tool Environments (HDTE) allow designers and engineers to use real tangible tools and physical objects and/or artifacts to make and create real-time virtual representations and presentations on-the-fly. Manipulations of the real tangible objects (e.g., real wire mesh, clay, sketches, etc.) are translated into 2-D and/or 3-D digital CAD software and/or virtual instances. The HDTE is equipped with a Loosely Fitted Design Synthesizer (NXt-LFDS) to support this multi-user interaction and design processing. The current study explores for the first time, the feasibility of using a NXt-LFDS in a networked immersive multi-participant social virtual reality environment (VRE). Using Oculus Rift goggles and PC computers at each location linked via Skype, team members physically located in several countries had the illusion of being co-located in a single virtual world, where they used rawshaping technologies (RST) to design a woman’s purse in 3-D virtual representations. Hence, the possibility to print the purse out on the spot (i.e. anywhere within the networked loop) with a 2-D or 3D printer. Immersive affordable Virtual Reality (VR) technology (and 3-D AM) are in the process of becoming commercially available and widely used by mainstream consumers, a major development that could transform the collaborative design process. The results of the current feasibility study suggests that designing products may become considerably more individualized within collaborative multi-user settings and less inhibited during in the coming ‘Diamond Age’ [1] of VR, collaborative networks and with profound implications for the design (e.g. fashion) and engineering industry. This paper presents the proposed system architecture, a collaborative use-case scenario, and preliminary results of the interaction, coordination, cooperation, and communication with immersive VR.


2000 ◽  
Author(s):  
Fabien Costantini ◽  
Christian Toinard ◽  
Nicolas Chevassus ◽  
Francois Gaillard

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