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A virtual environment with haptic feedback for better distance estimation

Published: 26 June 2017 Publication History

Abstract

This demonstration will show how a small number of wearable tactors can improve the suitability of a multimodal system for engineering design. It is well reported in the scientific literature that depth perception in virtual reality is inaccurate, yet users of VR need a high-fidelity experience in several applications, including engineering, in this case so that decisions are made based on the true design intent. The tactors' vibration in this demonstration is reconfigurable to create various vibration effects, for example: frequency value ranging from 261.0 to 523.0Hz, delay (from 3830 to 1920 microseconds) and repeat effects. The avatar can be rescaled so that decision makers can experience the design from the perspective of different percentile users. We developed an integrated full-body and finger kinematics based on a combination of Microsoft Kinect and Leap Motion (LM). We explored the collider system and examined Oriented Bounding Box (OBB) and skin mesh-based colliders. We demonstrate the ways in which low-cost technologies can be appropriated to develop a wearable and usable system that offers improvements to engineering design.

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Cited By

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  • (2020)Real-World and Virtual-World Practices for Virtual Reality Games: Effects on Spatial Perception and Game PerformanceMultimodal Technologies and Interaction10.3390/mti40100014:1(1)Online publication date: 1-Jan-2020

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  1. A virtual environment with haptic feedback for better distance estimation

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    cover image ACM Conferences
    EICS '17: Proceedings of the ACM SIGCHI Symposium on Engineering Interactive Computing Systems
    June 2017
    164 pages
    ISBN:9781450350839
    DOI:10.1145/3102113
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 26 June 2017

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    Author Tags

    1. distance estimation
    2. kinect
    3. leap motion
    4. tactor

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    • Demonstration

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    • Engineering and Physical Science Research Council

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    EICS '17
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    Overall Acceptance Rate 73 of 299 submissions, 24%

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    • (2020)Real-World and Virtual-World Practices for Virtual Reality Games: Effects on Spatial Perception and Game PerformanceMultimodal Technologies and Interaction10.3390/mti40100014:1(1)Online publication date: 1-Jan-2020

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