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Articles 1 - 30 of 61
Full-Text Articles in Physical Sciences and Mathematics
How People Prompt Generative Ai To Create Interactive Vr Scenes, Setareh Aghel Manesh, Tianyi Zhang, Yuki Onishi, Kotaro Hara, Scott Bateman, Jiannan Li, Anthony Tang
How People Prompt Generative Ai To Create Interactive Vr Scenes, Setareh Aghel Manesh, Tianyi Zhang, Yuki Onishi, Kotaro Hara, Scott Bateman, Jiannan Li, Anthony Tang
Research Collection School Of Computing and Information Systems
Generative AI tools can provide people with the ability to create virtual environments and scenes with natural language prompts. Yet, how people will formulate such prompts is unclear---particularly when they inhabit the environment that they are designing. For instance, it is likely that a person might say, "Put a chair here,'' while pointing at a location. If such linguistic and embodied features are common to people's prompts, we need to tune models to accommodate them. In this work, we present a Wizard of Oz elicitation study with 22 participants, where we studied people's implicit expectations when verbally prompting such programming …
Automated Cinematographer For Vr Viewing Experiences, Zihan Wu
Automated Cinematographer For Vr Viewing Experiences, Zihan Wu
Dartmouth College Master’s Theses
As the virtual reality (VR) industry continues to evolve, the question of how to effectively capture VR experiences for an audience remains a challenge. The predominant method of showcasing VR applications through first-person recordings lacks cinematic interest, failing to capture other viewpoints and the essence of the moment. Meanwhile, manually setting up cameras and editing videos requires technical expertise on behalf of the user. In this paper, we propose the use of machine learning (ML) to automatically select the most compelling predefined viewpoint in a VR environment, at any given moment. Our models, trained on actor motion and voice volume, …
The Impact Of Avatar Completeness On Embodiment And The Detectability Of Hand Redirection In Virtual Reality, Martin Feick, Andre Zenner, Simon Seibert, Anthony Tang, Antonio Krüger
The Impact Of Avatar Completeness On Embodiment And The Detectability Of Hand Redirection In Virtual Reality, Martin Feick, Andre Zenner, Simon Seibert, Anthony Tang, Antonio Krüger
Research Collection School Of Computing and Information Systems
To enhance interactions in VR, many techniques introduce offsets between the virtual and real-world position of users’ hands. Nevertheless, such hand redirection (HR) techniques are only effective as long as they go unnoticed by users—not disrupting the VR experience. While several studies consider how much unnoticeable redirection can be applied, these focus on mid-air floating hands that are disconnected from users’ bodies. Increasingly, VR avatars are embodied as being directly connected with the user’s body, which provide more visual cue anchoring, and may therefore reduce the unnoticeable redirection threshold. In this work, we studied more complete avatars and their effect …
Digitizing Delphi: Educating Audiences Through Virtual Reconstruction, Kate Koury
Digitizing Delphi: Educating Audiences Through Virtual Reconstruction, Kate Koury
The Journal of Purdue Undergraduate Research
Implementing a 3D model into a virtual space allows the general public to engage critically with archaeological processes. There are many unseen decisions that go into reconstructing an ancient temple. Analysis of available materials and techniques, predictions of how objects were used, decisions of what sources to reference, puzzle piecing broken remains together, and even educated guesses used to fill gaps in information often go unobserved by the public. This work will educate users about those choices by allowing the side-by-side comparison of conflicting theories on the reconstruction of the Tholos at Delphi, which is an ideal site because of …
Turn-It-Up: Rendering Resistance For Knobs In Virtual Reality Through Undetectable Pseudo-Haptics, Martin Feick, Andre Zenner, Oscar Ariza, Anthony Tang, Cihan Biyikli, Antonio Kruger
Turn-It-Up: Rendering Resistance For Knobs In Virtual Reality Through Undetectable Pseudo-Haptics, Martin Feick, Andre Zenner, Oscar Ariza, Anthony Tang, Cihan Biyikli, Antonio Kruger
Research Collection School Of Computing and Information Systems
Rendering haptic feedback for interactions with virtual objects is an essential part of effective virtual reality experiences. In this work, we explore providing haptic feedback for rotational manipulations, e.g., through knobs. We propose the use of a Pseudo-Haptic technique alongside a physical proxy knob to simulate various physical resistances. In a psychophysical experiment with 20 participants, we found that designers can introduce unnoticeable offsets between real and virtual rotations of the knob, and we report the corresponding detection thresholds. Based on these, we present the Pseudo-Haptic Resistance technique to convey physical resistance while applying only unnoticeable pseudo-haptic manipulation. Additionally, we …
Voxelhap: A Toolkit For Constructing Proxies Providing Tactile And Kinesthetic Haptic Feedback In Virtual Reality, M. Feick, C. Biyikli, K. Gani, A. Wittig, Anthony Tang, A. Krüger
Voxelhap: A Toolkit For Constructing Proxies Providing Tactile And Kinesthetic Haptic Feedback In Virtual Reality, M. Feick, C. Biyikli, K. Gani, A. Wittig, Anthony Tang, A. Krüger
Research Collection School Of Computing and Information Systems
Experiencing virtual environments is often limited to abstract interactions with objects. Physical proxies allow users to feel virtual objects, but are often inaccessible. We present the VoxelHap toolkit which enables users to construct highly functional proxy objects using Voxels and Plates. Voxels are blocks with special functionalities that form the core of each physical proxy. Plates increase a proxy’s haptic resolution, such as its shape, texture or weight. Beyond providing physical capabilities to realize haptic sensations, VoxelHap utilizes VR illusion techniques to expand its haptic resolution. We evaluated the capabilities of the VoxelHap toolkit through the construction of a range …
Ubisurface: A Robotic Touch Surface For Supporting Mid-Air Planar Interactions In Room-Scale Vr, Ryota Gomi, Kazuki Takashima, Yuki Onishi, Kazuyuki Fujita, Yoshifumi Kitamura
Ubisurface: A Robotic Touch Surface For Supporting Mid-Air Planar Interactions In Room-Scale Vr, Ryota Gomi, Kazuki Takashima, Yuki Onishi, Kazuyuki Fujita, Yoshifumi Kitamura
Research Collection School Of Computing and Information Systems
Room-scale VR has been considered an alternative to physical office workspaces. For office activities, users frequently require planar input methods, such as typing or handwriting, to quickly record annotations to virtual content. However, current off-The-shelf VR HMD setups rely on mid-Air interactions, which can cause arm fatigue and decrease input accuracy. To address this issue, we propose UbiSurface, a robotic touch surface that can automatically reposition itself to physically present a virtual planar input surface (VR whiteboard, VR canvas, etc.) to users and to permit them to achieve accurate and fatigue-less input while walking around a virtual room. We design …
The Effects Of Primary And Secondary Task Workloads On Cybersickness In Immersive Virtual Active Exploration Experiences, Rohith Venkatakrishnan
The Effects Of Primary And Secondary Task Workloads On Cybersickness In Immersive Virtual Active Exploration Experiences, Rohith Venkatakrishnan
All Dissertations
Virtual reality (VR) technology promises to transform humanity. The technology enables users to explore and interact with computer-generated environments that can be simulated to approximate or deviate from reality. This creates an endless number of ways to propitiously apply the technology in our lives. It follows that large technological conglomerates are pushing for the widespread adoption of VR, financing the creation of the Metaverse - a hypothetical representation of the next iteration of the internet.
Even with VR technology's continuous growth, its widespread adoption remains long overdue. This can largely be attributed to an affliction called cybersickness, an analog to …
Augmented & Virtual Reality: Advancement Of Technology And Its Impacts On Medicine, Education, And Other Industries, Yassine Chahid
Augmented & Virtual Reality: Advancement Of Technology And Its Impacts On Medicine, Education, And Other Industries, Yassine Chahid
Publications and Research
Throughout the early 2000s, the ways in which the World Wide Web was used would undergo major changes. The introduction of these changes around this time period would be collectively known as Web 2.0. With Web 2.0, accessibility and distribution of applications became more simplified. During the 2000s, much has evolved from hard capabilities to the internet and its widespread usage amongst companies and general consumers. In contemporary times, multiple technologies, both hardware and digital are becoming more advanced, with general consumers either rejecting or accepting these gradual shifts in what may become everyday technology. Web 3.0, the theoretical advancement …
Accessible Virtual Reality For Older Adults, Aaron Gluck
Accessible Virtual Reality For Older Adults, Aaron Gluck
All Dissertations
Virtual reality (VR) has grown significantly since the commercial release of the Oculus Rift in March 2016. This growth accelerated during the COVID-19 pandemic, revolutionizing how individuals and businesses work, socialize, exercise, and stay entertained. However, commercial VR systems are not designed to be accessible to people with disabilities. While researchers have explored aspects of VR accessibility for people with disabilities, there is minimal research on accessible VR for older adults. Older adults (65+) self-report the highest rate of disabilities which may result in VR accessibility barriers, making this the ideal group to study the accessibility of VR.
This dissertation …
Vr Computing Lab: An Immersive Classroom For Computing Learning, Shawn Pang, Kyong Jin Shim, Yi Meng Lau, Swapna Gottipati
Vr Computing Lab: An Immersive Classroom For Computing Learning, Shawn Pang, Kyong Jin Shim, Yi Meng Lau, Swapna Gottipati
Research Collection School Of Computing and Information Systems
In recent years, virtual reality (VR) is gaining popularity amongst educators and learners. If a picture is worth a thousand words, a VR session is worth a trillion words. VR technology completely immerses users with an experience that transports them into a simulated world. Universities across the United States, United Kingdom, and other countries have already started using VR for higher education in areas such as medicine, business, architecture, vocational training, social work, virtual field trips, virtual campuses, helping students with special needs, and many more. In this paper, we propose a novel VR platform learning framework which maps elements …
Vr Sound Mapping: Make Sound Accessible For Dhh People In Virtual Reality Environments, Ziming Li, Roshan Peiris
Vr Sound Mapping: Make Sound Accessible For Dhh People In Virtual Reality Environments, Ziming Li, Roshan Peiris
Frameless
In-game audio plays an important role in enhancing the sense of reality and immersion in the gaming experience. In many games, sounds are also used to provide notifications and clues, which are essential to the gameplay. However, in this case, the deaf and hard of hearing (DHH) players may fail to access the information conveyed by sounds, which degrades their gaming experience (Jain et al. 2021).
Warehouse And Logistics: Smart Picking With Vuzix Smart Glasses, Elise Hemink
Warehouse And Logistics: Smart Picking With Vuzix Smart Glasses, Elise Hemink
Frameless
Vuzix is an industry leader in augmented reality (AR) technology. We provide innovative products to an array of industries, a few being defense, security, enterprise, and consumers. Our AR technology provides a perfect balance of engagement in the digital and real worlds thanks to their innovative optics, AI apps and 5G capability.
A Review Of Xr Classrooms In Institutions Of Higher Education, Brandon Patterson, Tallie Casucci
A Review Of Xr Classrooms In Institutions Of Higher Education, Brandon Patterson, Tallie Casucci
Frameless
This talk will review the literature and examine existing physical spaces using virtual reality (VR) and augmented reality (AR), often referred together as extended reality (XR), to teach learners in an academic setting. Attendees will better understand best practices and ways of addressing potential challenges when designing a physical XR classroom space for higher education. A physical XR classroom provides institutions with a dedicated space for educational courses and workshops, which utilize XR for both one- off sessions and an entire semester (Pirker, Holly, and Gütl 2020). The talk will help answer the question, why a dedicated XR classroom?
The Impact Of Visual Feedback And Control Configuration On Pilot-Aircraft Interface Using Head Tracking Technology, Christopher M. Arnold
The Impact Of Visual Feedback And Control Configuration On Pilot-Aircraft Interface Using Head Tracking Technology, Christopher M. Arnold
Theses and Dissertations
Traditional control mechanisms restrict human input on the displays in 5th generation aircraft. This research explored methods for enhancing pilot interaction with large, information dense cockpit displays; specifically, the effects of visual feedback and control button configuration when augmenting cursor control with head tracking technology. Previous studies demonstrated that head tracking can be combined with traditional cursor control to decrease selection times but can increase pilot mental and physical workload. A human subject experiment was performed to evaluate two control button configurations and three visual feedback conditions. A Fitts Law analysis was performed to create predictive models of selection time …
The Application Of Virtual Reality In Firefighting Training, Dylan A. Gagnon
The Application Of Virtual Reality In Firefighting Training, Dylan A. Gagnon
Theses and Dissertations
Immersive simulations such as virtual reality is becoming more prevalent for use in training environments for many professions. United States Air Force firefighters may benefit from incorporating VR technology into their training program to increase organizational commitment, job satisfaction, self-efficacy, and job performance. With implementing a new training platform, it is also important to understand the relationship between these variables and the perceived benefits and efficacy of the VR training, which has not yet been studied in previous research. This study addresses this issue by gathering data from fire departments currently fielding a VR fire training platform.
Utilization Of Virtual Reality For General Education Purposes, Amit Lal
Utilization Of Virtual Reality For General Education Purposes, Amit Lal
University of the Pacific Theses and Dissertations
The use of Virtual Reality (VR) in a variety of professional, military, governmental, and educational fields has continued to expand over the past several decades, and the recent Covid-19 pandemic has brought attention to this field. This study surveys 154 college students over 23 questions that include various demographics that can be used to look for discriminators, multiple-choice VR-related questions, as well as a few free-form questions about use of VR in learning environments. The students’ experience with, interest in, and thoughts on how to best use VR vary considerably. The Covid-19 pandemic is found to have limited impact thus …
The Effect Of Touch Simulation In Virtual Reality Shopping, Ha Kyung Lee, Namhee Yoon, Dooyoung Choi
The Effect Of Touch Simulation In Virtual Reality Shopping, Ha Kyung Lee, Namhee Yoon, Dooyoung Choi
STEMPS Faculty Publications
This study aims to explore the effect of touch simulation on virtual reality (VR) store satisfaction mediated by VR shopping self-efficacy and VR shopping pleasure. The moderation effects of the autotelic and instrumental need for touch between touch simulation and VR store satisfaction are also explored. Participants wear a head-mounted display VR device (Oculus Go) in a controlled laboratory environment, and their VR store experience is recorded as data. All participants’ responses (n = 58) are analyzed using SPSS 20.0 for descriptive statistics, reliability analysis, exploratory factor analysis, and the Process macro model analysis. The results show that touch simulation …
Towards Balancing Vr Immersion And Bystander Awareness, Yoshiki Kudo, Anthony Tang, Kazuyuki Fujita, Isamu Endo, Kazuki Takashima, Yoshifumi Kitamura
Towards Balancing Vr Immersion And Bystander Awareness, Yoshiki Kudo, Anthony Tang, Kazuyuki Fujita, Isamu Endo, Kazuki Takashima, Yoshifumi Kitamura
Research Collection School Of Computing and Information Systems
Head-mounted displays (HMDs) increase immersion into virtual worlds. The problem is that this limits headset users' awareness of bystanders: headset users cannot attend to bystanders' presence and activities. We call this the HMD boundary. We explore how to make the HMD boundary permeable by comparing different ways of providing informal awareness cues to the headset user about bystanders. We adapted and implemented three visualization techniques (Avatar View, Radar and Presence++) that share bystanders' location and orientation with headset users. We conducted a hybrid user and simulation study with three different types of VR content (high, medium, low interactivity) with twenty …
Rotateentry: Controller-Rolling-Style Text Entry For Three Degrees Of Freedom Virtual Reality Devices, Ziming Li, Roshan Peiris
Rotateentry: Controller-Rolling-Style Text Entry For Three Degrees Of Freedom Virtual Reality Devices, Ziming Li, Roshan Peiris
Frameless
In this work, we propose RotateEntry, a controller-rolling-style method for text entry on three degrees of freedom virtual reality devices. To move the key-selecting cursor in two dimensions on a QWERTY layout virtual keyboard, we developed three variants of RotateEntry: Rotate Column Rotate, Rotate Key, and Rotate Column Point. We conducted a comparative empirical evaluation of the four text input methods, including three proposed controller-rolling-style text input methods and the standard raycasting-style one. Text entry performance, accuracy, workload, usability, and user experience were tested and evaluated. Due to the COVID-19 situation, our study was conducted remotely. The impact of using …
Integrating The First Person View And The Third Person View Using A Connected Vr-Mr System For Pilot Training, Chang-Geun Oh, Kwanghee Lee, Myunghoon Oh
Integrating The First Person View And The Third Person View Using A Connected Vr-Mr System For Pilot Training, Chang-Geun Oh, Kwanghee Lee, Myunghoon Oh
Journal of Aviation/Aerospace Education & Research
Virtual reality (VR)-based flight simulator provides pilots the enhanced reality from the first-person view. Mixed reality (MR) technology generates effective 3D graphics. The users who wear the MR headset can walk around the 3D graphics to see all its 360 degrees of vertical and horizontal aspects maintaining the consciousness of real space. A VR flight simulator and an MR application were connected to create the capability of both first-person view and third-person view for a comprehensive pilot training system. This system provided users the capability to monitor the aircraft progress along the planned path from the third-person view as well …
The Virtual Reality Questionnaire Toolkit, Martin Feick, Niko Kleer, Anthony Tang, Anthony Tang
The Virtual Reality Questionnaire Toolkit, Martin Feick, Niko Kleer, Anthony Tang, Anthony Tang
Research Collection School Of Computing and Information Systems
In this work, we present the VRQuestionnaireToolkit, which enables the research community to easily collect subjective measures within virtual reality (VR). We contribute a highly customizable and reusable open-source toolkit which can be integrated in existing VR projects rapidly. The toolkit comes with a pre-installed set of standard questionnaires such as NASA TLX, SSQ and SUS Presence questionnaire. Our system aims to lower the entry barrier to use questionnaires in VR and to significantly reduce development time and cost needed to run pre-, in between- and post-study questionnaires.
Virtual Reality: A Tool Used To Engage Youth In The Voting Process In Newly Democratic Tunisia, Raed Ghanja
Virtual Reality: A Tool Used To Engage Youth In The Voting Process In Newly Democratic Tunisia, Raed Ghanja
International Programs
Tunisia is facing a hard time with its transition to democracy partly due to the reluctance on the part of young people to participate in elections. This poster discusses why the Tunisian government must engage youth and encourage their participation in the election process by using fun simulations of this process in Virtual Reality.
Virtual Reality Accessibility With Predictive Trails, Dani Paul Hove
Virtual Reality Accessibility With Predictive Trails, Dani Paul Hove
Honors Projects
Comfortable locomotion in VR is an evolving problem. Given the high probability of vestibular-visual disconnect, and subsequent simulator sickness, new users face an uphill battle in adjusting to the technology. While natural locomotion offers the least chance of simulator sickness, the space, economic and accessibility barriers to it limit its effectiveness for a wider audience. Software-enabled locomotion circumvents much of these barriers, but has the greatest need for simulator sickness mitigation. This is especially true for standing VR experiences, where sex-biased differences in mitigation effectiveness are amplified (postural instability due to vection disproportionately affects women).
Predictive trails were developed as …
Vrsensory: Designing Inclusive Virtual Games With Neurodiverse Children, Ben Wasserman, Derek Prate, Bryce Purnell, Alex Muse, Kaitlyn Abdo, Kendra Day, Louanne Boyd
Vrsensory: Designing Inclusive Virtual Games With Neurodiverse Children, Ben Wasserman, Derek Prate, Bryce Purnell, Alex Muse, Kaitlyn Abdo, Kendra Day, Louanne Boyd
Engineering Faculty Articles and Research
We explore virtual environments and accompanying interaction styles to enable inclusive play. In designing games for three neurodiverse children, we explore how designing for sensory diversity can be understood through a formal game design framework. Our process reveals that by using sensory processing needs as requirements we can make sensory and social accessible play spaces. We contribute empirical findings for accommodating sensory differences for neurodiverse children in a way that supports inclusive play. Specifically, we detail the sensory driven design choices that not only support the enjoyability of the leisure activities, but that also support the social inclusion of sensory-diverse …
Paper Prototyping Comfortable Vr Play For Diverse Sensory Needs, Louanne E. Boyd, Kendra Day, Ben Wasserman, Kaitlyn Abdo, Gillian Hayes, Erik J. Linstead
Paper Prototyping Comfortable Vr Play For Diverse Sensory Needs, Louanne E. Boyd, Kendra Day, Ben Wasserman, Kaitlyn Abdo, Gillian Hayes, Erik J. Linstead
Engineering Faculty Articles and Research
We co-designed paper prototype dashboards for virtual environments for three children with diverse sensory needs. Our goal was to determine individual interaction styles in order to enable comfortable and inclusive play. As a first step towards an inclusive virtual world, we began with designing for three sensory-diverse children who have labels of neurotypical, ADHD, and autism respectively. We focused on their leisure interests and their individual sensory profiles. We present the results of co-design with family members and paper prototyping sessions conducted by family members with the children. The results contribute preliminary empirical findings for accommodating different levels of engagement …
A Virtual Reality System For Practicing Conversation Skills For Children With Autism, Natalia Stewart Rosenfield, Kathleen Lamkin, Jennifer Re, Kendra Day, Louanne E. Boyd, Erik J. Linstead
A Virtual Reality System For Practicing Conversation Skills For Children With Autism, Natalia Stewart Rosenfield, Kathleen Lamkin, Jennifer Re, Kendra Day, Louanne E. Boyd, Erik J. Linstead
Engineering Faculty Articles and Research
We describe a virtual reality environment, Bob’s Fish Shop, which provides a system where users diagnosed with Autism Spectrum Disorder (ASD) can practice social interactions in a safe and controlled environment. A case study is presented which suggests such an environment can provide the opportunity for users to build the skills necessary to carry out a conversation without the fear of negative social consequences present in the physical world. Through the repetition and analysis of these virtual interactions, users can improve social and conversational understanding.
Collecting Virtual And Augmented Reality In The Twenty-First Century Library, Matthew Hannah, Sarah Huber, Sorin Adam Matei
Collecting Virtual And Augmented Reality In The Twenty-First Century Library, Matthew Hannah, Sarah Huber, Sorin Adam Matei
Matei Interdisciplinary Research Collaboratory
In this paper, we discuss possible pedagogical applications for virtual and augmented reality (VR and AR), within a humanities/social sciences curriculum, articulating a critical need for academic libraries to collect and curate 3D objects. We contend that building infrastructure is critical to keep pace with innovative pedagogies and scholarship. We offer theoretical avenues for libraries to build a repository 3D object files to be used in VR and AR tools and sketch some anticipated challenges. To build an infrastructure to support VR/AR collections, we have collaborated with College of Liberal Arts to pilot a program in which Libraries and CLA …
Virtual Reality As Navigation Tool: Creating Interactive Environments For Individuals With Visual Impairments, Nick Murphy
Virtual Reality As Navigation Tool: Creating Interactive Environments For Individuals With Visual Impairments, Nick Murphy
Master of Science in Computer Science Theses
Research into the creation of assistive technologies is increasingly incorporating the use of virtual reality experiments. One area of application is as an orientation and mobility assistance tool for people with visual impairments. Some of the challenges are developing useful knowledge of the user’s surroundings and effectively conveying that information to the user. This thesis examines the feasibility of using virtual environments conveyed via auditory feedback as part of an autonomous mobility assistance system. Two separate experiments were conducted to study key aspects of a potential system: navigation assistance and map generation. The results of this research include mesh models …
Designing Interactive Virtual Environments With Feedback In Health Applications., Yi Li
Designing Interactive Virtual Environments With Feedback In Health Applications., Yi Li
Electronic Theses and Dissertations
One of the most important factors to influence user experience in human-computer interaction is the user emotional reaction. Interactive environments including serious games that are responsive to user emotions improve their effectiveness and user satisfactions. Testing and training for user emotional competence is meaningful in healthcare field, which has motivated us to analyze immersive affective games using emotional feedbacks. In this dissertation, a systematic model of designing interactive environment is presented, which consists of three essential modules: affect modeling, affect recognition, and affect control. In order to collect data for analysis and construct these modules, a series of experiments were …