Usability Test on Haptic Interaction With Real Object in Virtual Reality
0
조회
0
다운로드
0
인용
0
참고문헌
키워드
초록
As people's interest in Virtual Reality has recently increased, peripherals have also made many progress. There is a lot of research being done from VR environment to VR configuration through scanning at room level with various interface devices that can interact with objects in the environment. According to current VR research Home VR uses multiple haptic interfaces to interact with objects configured in the VR environment, the method uses room scanning to some extent is beyond the spatial constraints and may use tracking equipment to interact with real objects. And advances in 3D printers have enabled the distribution of commercial 3D printers and home 3D printers, and made it easy for 3D printers to create models of their choice at home or at home. Considering the above two factors, We think it is necessary to study the difference between a model's object that people feel when interacting directly with an easy-to-create model in a VR environment. Therefore, in this paper, we are going to implement objects produced by 3D printers in VR space and study the differences between using real objects and other general interaction equipment through user testing with those that are actually implemented.
Abstract
As people's interest in Virtual Reality has recently increased, peripherals have also made many progress. There is a lot of research being done from VR environment to VR configuration through scanning at room level with various interface devices that can interact with objects in the environment. According to current VR research Home VR uses multiple haptic interfaces to interact with objects configured in the VR environment, the method uses room scanning to some extent is beyond the spatial constraints and may use tracking equipment to interact with real objects. And advances in 3D printers have enabled the distribution of commercial 3D printers and home 3D printers, and made it easy for 3D printers to create models of their choice at home or at home. Considering the above two factors, We think it is necessary to study the difference between a model's object that people feel when interacting directly with an easy-to-create model in a VR environment. Therefore, in this paper, we are going to implement objects produced by 3D printers in VR space and study the differences between using real objects and other general interaction equipment through user testing with those that are actually implemented.
참고문헌 (16)
- L. Jacobson, "On the cutting edge of technology", pp.69~79 (1993), Sams. L
- S Jayaram, "Virtual assembly using virtual reality techniques", Computer-aided design (1997)
- Leif P, "Industry use of virtual reality in product design and manufacturing: a survey", Virtual Reality (2017)
- IE Sutherland, "Multimedia: From Wagner to virtual reality" (1965)
- M. E. McCauley, "Cybersickness : perception of self-motion in virtual environments", Presence, 1(3), pp.311~318 (1992)
- JJ LaViola Jr, "A discussion of cybersickness in virtual environments", ACM SIGCHI Bulletin (2000)
- RJ Adams, "Stable haptic interaction with virtual environments", IEEE TRANSACTIONS ON ROBOTICS AND AUTOMATION (1999)
- T. Sohmura, "Prototype of simulation of orthognathic surgery using a virtual reality haptic device", Int. J. Oral Maxillofac. Surg, 33, pp.740~750 (2004)
- Zhao, Y., "Demonstration of enabling people with visual impairments to navigate virtual reality with a haptic and auditory cane simulation", Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing System (2018)
- Inrak Choi, "Wolverine : A wearable haptic interface for grasping in virtual reality", 2016 IEEE, 2016, ~
- I Choi, "CLAW : A Multifunctional Handheld Haptic Controller for Grasping, Touching, and Triggering in Virtual Reality", Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (2018)
- E Strasnick, "Demonstration of Haptic Links : Bimanual Haptics for Virtual Reality Using Variable Stiffness Actuation", CHI'18 Extended Abstracts (2018)
- AL Simeone, "Substitutional reality : Using the physical environment to design virtual reality experiences", Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (2015)
- A Zenner, "Shifty: A Weight-Shifting Dynamic Passive Haptic Proxy to Enhance Object Perception in Virtual Reality", IEEE Transactions on Visualization and Computer Graphics (2017)
- BG Witmer, "Measuring presence in virtual environments: A presence questionnaire" (1998), MIT Press
