scholarly journals Using Immersive Virtual Reality to Examine How Visual and Tactile Cues Drive the Material-Weight Illusion

Author(s):  
Caitlin Elisabeth Naylor ◽  
Michael J Proulx ◽  
Gavin Buckingham

AbstractThe material-weight illusion (MWI) demonstrates how our past experience with material and weight can create expectations that influence the perceived heaviness of an object. Here we used mixed-reality to place touch and vision in conflict, to investigate whether the modality through which materials are presented to a lifter could influence the top-down perceptual processes driving the MWI. University students lifted equally-weighted polystyrene, cork and granite cubes whilst viewing computer-generated images of the cubes in virtual reality (VR). This allowed the visual and tactile material cues to be altered, whilst all other object properties were kept constant. Representation of the objects’ material in VR was manipulated to create four sensory conditions: visual-tactile matched, visual-tactile mismatched, visual differences only and tactile differences only. A robust MWI was induced across all sensory conditions, whereby the polystyrene object felt heavier than the granite object. The strength of the MWI differed across conditions, with tactile material cues having a stronger influence on perceived heaviness than visual material cues. We discuss how these results suggest a mechanism whereby multisensory integration directly impacts how top-down processes shape perception.

10.29007/261n ◽  
2018 ◽  
Author(s):  
Toshikazu Ohshima ◽  
Kenzo Kojima

In this study, we propose the use of mixed reality (MR) for the purposes of biological education. Our objective is to create an interactive edutainment MR framework for users to learn about nature and human beings. MitsuDomoe, an interactive ecosystem simulator of virtual creatures in a petri dish, comprises three species of primitive artificial creatures. MitsuDomoe simulates the predation chain of the virtual creatures in the petri dish, and users can interact with this ecosystem via the petri dish interface. Users can also experience immersive observation by wearing HMD. By combining the MR petri dish and immersive virtual reality (VR) interfaces, we synergistically improve user understanding of the experience.


2019 ◽  
Vol 72 (9) ◽  
pp. 2168-2175 ◽  
Author(s):  
Gavin Buckingham

When we experience our environment, we do so by combining sensory inputs with expectations derived from our prior knowledge, which can lead to surprising perceptual effects such as small objects feeling heavier than equally weighted large objects (the size–weight illusion (SWI)). Interestingly, there is evidence that the way in which the volume of an object is experienced can affect the strength of the illusion, with a SWI induced by exclusively haptic volume cues feeling stronger than a SWI induced with only visual volume cues. Furthermore, visual cues appear to add nothing over and above haptic size cues in terms of the strength of the induced weight illusion–findings which are difficult to reconcile with work using cue-conflict paradigms where visual cues usually dominate haptic cues. Here, virtual reality was used to place these senses in conflict with one another. Participants ( N = 22) judged the heaviness of identically weighted cylinders across three conditions: (1) objects appeared different sizes but were physically the same size, (2) objects were physically different sizes but appeared to be the same size, or (3) objects which looked and felt different sizes from one another. Consistent with prior work, haptic size cues induced a larger SWI than that induced by visual size differences. In contrast to prior work, however, congruent vision and haptic size cues yielded a larger still SWI. These findings not only add to our understanding of how different modalities combine to influence our hedonic perception but also showcase how virtual reality can develop novel cue-conflict paradigms.


Author(s):  
Felipe Lima Rebêlo ◽  
Luiz Fellipe de Souza Silva ◽  
Antônio Áureo Melo Filho ◽  
Allan David Borges Bastos ◽  
Paulo Roberto Oliveira Silva Filho ◽  
...  

Author(s):  
Rui Wang ◽  
Xiangyu Wang

This chapter investigates the use of SecondLife as a virtual environment to help the commercial sector in marketing process. It presents the use of Immersive Virtual Reality concept to design a distributed marketing system for commercial sector based on the Benford’s Mixed Reality boundaries theory and Motivated Learning Agents model. System framework has been proposed in this chapter and boundaries as well as agents factors in this framework have been discussed.


2017 ◽  
Vol 17 (2) ◽  
pp. 65-71 ◽  
Author(s):  
Toshikazu Ohshima ◽  
Kenzo Kojima

In this study, we propose the use of mixed reality (MR) for the purposes of biological education. Our objective is to create an interactive edutainment MR framework for users to learn about nature and human beings. MitsuDomoe, an interactive ecosystem simulator of virtual creatures in a petri dish, comprises three species of primitive artificial creatures. MitsuDomoe simulates the predation chain of the virtual creatures in the petri dish, and users can interact with this ecosystem via the petri dish interface. Users can also experience immersive observation by wearing HMD. By combining the MR petri dish and immersive virtual reality (VR) interfaces, we synergistically improve user understanding of the experience.


2021 ◽  
Author(s):  
Wenge Xu ◽  
Hai-Ning Liang ◽  
Nilufar Baghaei ◽  
Xiaoyue Ma ◽  
Kangyou Yu ◽  
...  

BACKGROUND In recent years, there has been an increase in the number of students suffering from depression, anxiety, and perceived stress. A solution that has been increasingly used for improving health and wellbeing is exergaming. The effect and acceptability of exergames have been studied widely but mostly with older adults. Their feasibility, usability, and acceptability by university students, especially for immersive virtual reality (iVR) exergames, remain unexplored. OBJECTIVE This study aims to explore the feasibility of a six-week iVR exergame-based intervention in reducing anxiety, depression, and perceived stress for university students and examine the usability and acceptability of such games. METHODS A total of 31 students were recruited to participate in a 6-week study, where they needed to play a boxing-style iVR exergame called FitXR twice a week, 30 minutes per session. RESULTS Fifteen participants completed the 6-week study. Our results suggested that participants’ depression scores were reduced significantly from 8.33 (SD=5.98) to 5.40 (SD=5.14) after the intervention (P=.012). In addition, most participants (93.3%) believed the iVR exergame has good usability. Furthermore, most participants (93.3%) were satisfied with the iVR gameplay experience and would play the iVR exergame again in the future. Eleven participants (73.3%) would recommend the iVR exergame to their friends. CONCLUSIONS Results gained from the study show that the iVR exergame has good usability, is highly acceptable, and has the potential to reduce depression among university students.


2018 ◽  
Vol 31 (7) ◽  
pp. 689-713 ◽  
Author(s):  
Hudson Diggs Bailey ◽  
Aidan B. Mullaney ◽  
Kyla D. Gibney ◽  
Leslie Dowell Kwakye

Abstract We are continually bombarded by information arriving to each of our senses; however, the brain seems to effortlessly integrate this separate information into a unified percept. Although multisensory integration has been researched extensively using simple computer tasks and stimuli, much less is known about how multisensory integration functions in real-world contexts. Additionally, several recent studies have demonstrated that multisensory integration varies tremendously across naturalistic stimuli. Virtual reality can be used to study multisensory integration in realistic settings because it combines realism with precise control over the environment and stimulus presentation. In the current study, we investigated whether multisensory integration as measured by the redundant signals effects (RSE) is observable in naturalistic environments using virtual reality and whether it differs as a function of target and/or environment cue-richness. Participants detected auditory, visual, and audiovisual targets which varied in cue-richness within three distinct virtual worlds that also varied in cue-richness. We demonstrated integrative effects in each environment-by-target pairing and further showed a modest effect on multisensory integration as a function of target cue-richness but only in the cue-rich environment. Our study is the first to definitively show that minimal and more naturalistic tasks elicit comparable redundant signals effects. Our results also suggest that multisensory integration may function differently depending on the features of the environment. The results of this study have important implications in the design of virtual multisensory environments that are currently being used for training, educational, and entertainment purposes.


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