scholarly journals Exploring Crossmodal Interaction of Tactile and Visual Cues on Temperature Perception in Virtual Reality: a Preliminary Study

Author(s):  
Clémentine Helfenstein-Didier ◽  
Amira Dhouib ◽  
Florent Favre ◽  
Jonathan Pascal ◽  
Patrick Baert

Thanks to the digital revolution, virtual reality (VR) has getting popularity due to its capacity to immerse users into virtual environments (VEs). VEs are typically limited to visual and auditory cues; however, recent results show that multiple sensory modalities increase the user’s immersion. In this study, an experimental protocol is proposed to recreate multiple tactile, in particular thermal, sensations in VR. The aim is twofold: (1) studying the performance of different devices for creating warm and cold sensations with regards to their efficiency and acoustic disturbance; and (2) investigating the interdependency between visual and tactile stimuli in the perception of temperature. 14 participants performed two experimental studies. Our results show no acoustic disturbance of the materials used. Spot projector is more efficient than fan heater to create a warm sensation; fan + water spray is more efficient than fan alone to create cold sensation. Moreover, no significant contribution of visual cue on the thermal perception was found except for the extremely cold simulation (snow visualization and thermal stimulation performed with fan + water spray).

Author(s):  
Robin Horst ◽  
Ramtin Naraghi-Taghi-Off ◽  
Linda Rau ◽  
Ralf Dörner

AbstractEvery Virtual Reality (VR) experience has to end at some point. While there already exist concepts to design transitions for users to enter a virtual world, their return from the physical world should be considered, as well, as it is a part of the overall VR experience. We call the latter outro-transitions. In contrast to offboarding of VR experiences, that takes place after taking off VR hardware (e.g., HMDs), outro-transitions are still part of the immersive experience. Such transitions occur more frequently when VR is experienced periodically and for only short times. One example where transition techniques are necessary is in an auditorium where the audience has individual VR headsets available, for example, in a presentation using PowerPoint slides together with brief VR experiences sprinkled between the slides. The audience must put on and take off HMDs frequently every time they switch from common presentation media to VR and back. In a such a one-to-many VR scenario, it is challenging for presenters to explore the process of multiple people coming back from the virtual to the physical world at once. Direct communication may be constrained while VR users are wearing an HMD. Presenters need a tool to indicate them to stop the VR session and switch back to the slide presentation. Virtual visual cues can help presenters or other external entities (e.g., automated/scripted events) to request VR users to end a VR session. Such transitions become part of the overall experience of the audience and thus must be considered. This paper explores visual cues as outro-transitions from a virtual world back to the physical world and their utility to enable presenters to request VR users to end a VR session. We propose and investigate eight transition techniques. We focus on their usage in short consecutive VR experiences and include both established and novel techniques. The transition techniques are evaluated within a user study to draw conclusions on the effects of outro-transitions on the overall experience and presence of participants. We also take into account how long an outro-transition may take and how comfortable our participants perceived the proposed techniques. The study points out that they preferred non-interactive outro-transitions over interactive ones, except for a transition that allowed VR users to communicate with presenters. Furthermore, we explore the presenter-VR user relation within a presentation scenario that uses short VR experiences. The study indicates involving presenters that can stop a VR session was not only negligible but preferred by our participants.


2021 ◽  
Vol 2 ◽  
Author(s):  
Charlotte Croucher ◽  
Wendy Powell ◽  
Matt Dicks ◽  
Brett Stevens ◽  
Vaughan Powell

Virtual reality is increasingly used in rehabilitation and can provide additional motivation when working toward therapeutic goals. However, a particular problem for patients regards their ability to plan routes in unfamiliar environments. Therefore, the aim of this study was to explore how visual cues, namely embedded context-sensitive attractors, can guide attention and walking direction in VR, for clinical walking interventions. This study was designed using a butterfly as the embedded context-sensitive attractor, to guide participant locomotion around the clinical figure of eight walk test, to limit the use of verbal instructions. We investigated the effect of varying the number of attractors for figure of eight path following, and whether there are any negative impacts on perceived autonomy or workload. A total of 24 participants took part in the study and completed six attractor conditions in a counterbalanced order. They also experienced a control VE (no attractors) at the beginning and end of the protocol. Each VE condition lasted a duration of 1 min and manipulated the number of attractors to either singular or multiple alongside, the placement of turning markers (virtual trees) used to represent the cones used in clinical settings for the figure of eight walk test. Results suggested that embedded context-sensitive attractors can be used to guide walking direction, following a figure of eight in VR without impacting perceived autonomy, and workload. However, there appears to be a saturation point, with regards to effectiveness of attractors. Too few objects in a VE may reduce feelings of intrinsic motivation, and too many objects in a VE may reduce the effectiveness of attractors for guiding individuals along a figure of eight path. We conclude by indicating future research directions, for attractors and their use as a guide for walking direction.


2021 ◽  
Author(s):  
P. Priscilla Lui ◽  
Elizabeth Stringer ◽  
Ernest Jouriles

Objectives: Racism and discrimination drive racial and ethnic health disparities, and are robust markers for a host of health outcomes in People of Color and Indigenous Peoples (POCI). A comprehensive understanding of possible causal pathways by which racism and discrimination lead to POCI’s health disadvantages is a critical step toward reducing disparities and promoting health equity. Experimental methods can help researchers delineate these causal pathways. In this manuscript, we illustrate how virtual reality (VR) can be used by researchers in experimental studies to advance discrimination science. Method: We summarize current findings on health effects of discrimination. We describe common methodological approaches that have been employed in discrimination science and discuss some of their limitations. Arguments for the potential benefits of using VR to advance discrimination science are provided. Results: VR has the potential to facilitate ecologically valid experiments that examine individuals’ responses to racism and discrimination-related experiences in real-time. Conclusions: VR offers scientists an innovative method that can be used in experimental studies to help delineate how racism and discrimination might lead to health problems in POCI. Still, VR is new to discrimination science; thus, research is necessary to empirically delineate advantages and possible disadvantages of using VR in studies on discrimination.


PLoS ONE ◽  
2020 ◽  
Vol 15 (11) ◽  
pp. e0242416
Author(s):  
Salomé Le Franc ◽  
Mathis Fleury ◽  
Mélanie Cogne ◽  
Simon Butet ◽  
Christian Barillot ◽  
...  

Introduction Illusion of movement induced by tendon vibration is an effective approach for motor and sensory rehabilitation in case of neurological impairments. The aim of our study was to investigate which modality of visual feedback in Virtual Reality (VR) associated with tendon vibration of the wrist could induce the best illusion of movement. Methods We included 30 healthy participants in the experiment. Tendon vibration inducing illusion of movement (wrist extension, 100Hz) was applied on their wrist during 3 VR visual conditions (10 times each): a moving virtual hand corresponding to the movement that the participants could feel during the tendon vibration (Moving condition), a static virtual hand (Static condition), or no virtual hand at all (Hidden condition). After each trial, the participants had to quantify the intensity of the illusory movement on a Likert scale, the subjective degree of extension of their wrist and afterwards they answered a questionnaire. Results There was a significant difference between the 3 visual feedback conditions concerning the Likert scale ranking and the degree of wrist’s extension (p<0.001). The Moving condition induced a higher intensity of illusion of movement and a higher sensation of wrist’s extension than the Hidden condition (p<0.001 and p<0.001 respectively) than that of the Static condition (p<0.001 and p<0.001 respectively). The Hidden condition also induced a higher intensity of illusion of movement and a higher sensation of wrist’s extension than the Static condition (p<0.01 and p<0.01 respectively). The preferred condition to facilitate movement’s illusion was the Moving condition (63.3%). Conclusions This study demonstrated the importance of carefully selecting a visual feedback to improve the illusion of movement induced by tendon vibration, and the increase of illusion by adding VR visual cues congruent to the illusion of movement. Further work will consist in testing the same hypothesis with stroke patients.


Akustika ◽  
2019 ◽  
Vol 32 ◽  
pp. 110-114
Author(s):  
Minas Minasyan ◽  
Armen Minasyan ◽  
Aung Thant

The paper notes that the structure of the wire rope is one of the most suitable materials used as a fire-resistant elastic element of vibration-insulating structures and fasteners (vibration isolators). To solve the problems of vibration isolation of marine diesel power plants in the framework of development and improvement of the shock absorption system, the original patented elastic supports with elastic elements made of steel wire rope in the form of a torus are presented. When commercially available vibration isolators do not meet the relevant requirements of vibration protection of a particular object, the solution to the existing problem can be achieved by using the proposed wire rope vibration isolators. The technical results of the original patented inventions are: - equal stiffness in the horizontal plane - ensuring the reliability and high vibration efficiency of protection against impacts and shocks. The proposed designs of vibration isolators are easy (technological in manufacturing) to manufacture and assemble, reliable and durable - the service life is 10 years or more. Vibration efficiency is confirmed by the vibration acceleration spectra before and after the vibration isolator of the damping system of the ship diesel-generator DGA-500 and the diesel unit with a 2H 8.5/11 engine and water brake on a common sub-frame. The three-year trial life of the DGA-500 and experimental studies on a diesel unit with a 2H 8.5/11 engine and water brake on a common sub-frame confirms their efficiency and effectiveness.


2012 ◽  
Vol 5 (1) ◽  
pp. 1-10
Author(s):  
Mateusz Woźniak

Brain system responsible for visual perception has been extensively studied. Visual system analyses a wide variety of stimuli in order to let us create adaptive representation of surrounding world. But among vast amounts of processed information come visual cues describing our own bodies. These cues constitute our so-called body-image. We tend to perceive it as a relatively stable structure but recent research, especially within the domain of virtual reality, introduces doubts to this assumption. New problems appear concerning perceiving others’ and our own bodies in virtual space and how does it influence our experience of ourselves and true reality. Recent studies show that how we see our avatars influence how we behave in artificial worlds. It introduces a brand new way of thinking about human embodiment. Virtual reality allows us to transcend beyond the casual visual-sensory-motor integration and create new ways to experience embodiment, temporarily replacing permanent body image with almost any imaginable digital one. Santrauka Smegenų sistema, atsakinga už vizualųjį suvokimą, yra nuodugniai ištirta. Vizualioji sistema analizuoja plačią akstinų įvairovę, padedančią mums sukurti adaptuotą supančio pasaulio reprezentaciją. Tačiau tarp didelio kiekio apdorotos informacijos kyla vizualiosios užuominos, atvaizduojančios mūsų pačių kūnus. Šios užuominos steigia vadinamąjį kūną-atvaizdą. Mes linkstame jį suvokti kaip sąlygiškai stabilią struktūrą, tačiau dabartiniai tyrimai, o ypač tie, kurie vykdomi virtualiojoje realybėje, tokia prielaida verčia suabejoti. Kyla naujų problemų, suvokiant kitų ir mūsų pačių kūnus virtualiojoje erdvėje bei kokios įtakos tai turi mūsų pačių savęs ir tikrosios realybės patyrimui. Nūdieniai tyrinėjimai atskleidžia, kad tai, kaip mes suvokiame savąjį kūniškumą, turi įtakos tam, kaip elgiamės dirbtiniuose pasauliuose. Tai steigia visiškai naują žmogiškojo kūniškumo suvokimo būdą. Virtualioji realybė leidžia mums peržengti paprastą vizualinęjutiminę-motorinę integraciją ir kurti naujus būdus patirti kūniškumą, palaipsniui pakeičiant ilgalaikį kūno atvaizdą bet kokiu įsivaizduojamu skaitmeniniu.


2021 ◽  
Vol 7 ◽  
Author(s):  
Daniela Coclite ◽  
Antonello Napoletano ◽  
Silvia Gianola ◽  
Andrea del Monaco ◽  
Daniela D'Angelo ◽  
...  

Background: Evidence is needed on the effectiveness of wearing face masks in the community to prevent SARS-CoV-2 transmission.Methods: Systematic review and meta-analysis to investigate the efficacy and effectiveness of face mask use in a community setting and to predict the effectiveness of wearing a mask. We searched MEDLINE, EMBASE, SCISEARCH, The Cochrane Library, and pre-prints from inception to 22 April 2020 without restriction by language. We rated the certainty of evidence according to Cochrane and GRADE approach.Findings: Our search identified 35 studies, including three randomized controlled trials (RCTs) (4,017 patients), 10 comparative studies (18,984 patients), 13 predictive models, nine laboratory experimental studies. For reducing infection rates, the estimates of cluster-RCTs were in favor of wearing face masks vs. no mask, but not at statistically significant levels (adjusted OR 0.90, 95% CI 0.78–1.05). Similar findings were reported in observational studies. Mathematical models indicated an important decrease in mortality when the population mask coverage is near-universal, regardless of mask efficacy. In the best-case scenario, when the mask efficacy is at 95%, the R0 can fall to 0.99 from an initial value of 16.90. Levels of mask filtration efficiency were heterogeneous, depending on the materials used (surgical mask: 45–97%). One laboratory study suggested a viral load reduction of 0.25 (95% CI 0.09–0.67) in favor of mask vs. no mask.Interpretation: The findings of this systematic review and meta-analysis support the use of face masks in a community setting. Robust randomized trials on face mask effectiveness are needed to inform evidence-based policies.PROSPERO registration: CRD42020184963.


Author(s):  
Mary Lynne Dittmar ◽  
Joseph P. Hale

The Architectural Space Questionnaire (ASQ) was developed and employed in order to assess subjects' impressions of four different environments (two real and two virtual rooms) at the NASA Marshall Space Flight Center. The ASQ consists of 18 adjectivepairs, arrayed in a 7-point, Likert scale format. Subjects first participated in avariety of distance estimation tasks in the Spacelab Payload Control Room and the Simulation Control Room and in their virtual reality (VR) analogs. After their experience in each room, subjects responded to the ASQ, selecting one value on each adjective pair continuum which best described their impression of the room they were in. The results indicated that the ASQ is sensitive to structural differences between real rooms. Differences between virtual rooms were minimal., possibly due to the absence of visual cues such as lighting and texture in that environment. Implications for the use of VR as a design tool are explored.


2007 ◽  
Vol 59 (1) ◽  
pp. 60-67 ◽  
Author(s):  
Shunjiro Moizumi ◽  
Shinya Yamamoto ◽  
Shigeru Kitazawa

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