Design of a tactile display to support materials perception in virtual environments

Author(s):  
Maura Mengoni ◽  
Barbara Colaiocco ◽  
Margerita Peruzzini ◽  
Michele Germani
1995 ◽  
Vol 4 (4) ◽  
pp. 387-402 ◽  
Author(s):  
Dimitrios A. Kontarinis ◽  
Robert D. Howe

This paper investigates the use of tactile displays for conveying task-related vibrations in teleoperation and virtual environments. Vibration displays can be implemented with inexpensive, open loop devices that can be added to many existing systems to improve performance. We describe the design of our prototype vibration sensing and display system, and experimentally demonstrate the utility of this type of tactile feedback. We also delineate the kinds of tasks where high-frequency vibratory feedback is important. In inspection and exploration tasks the detection of vibrations can be the fundamental goal of the task, while in some manipulation tasks vibrations can enhance performance by reducing reaction times or permitting minimization of ferees. Design guidelines for implementation of vibration displays, based on simple mechanical models, are also presented.


2003 ◽  
Vol 15 (2) ◽  
pp. 69-71 ◽  
Author(s):  
Thomas W. Schubert

Abstract. The sense of presence is the feeling of being there in a virtual environment. A three-component self report scale to measure sense of presence is described, the components being sense of spatial presence, involvement, and realness. This three-component structure was developed in a survey study with players of 3D games (N = 246) and replicated in a second survey study (N = 296); studies using the scale for measuring the effects of interaction on presence provide evidence for validity. The findings are explained by the Potential Action Coding Theory of presence, which assumes that presence develops from mental model building and suppression of the real environment.


Author(s):  
Jérôme Guegan ◽  
Claire Brechet ◽  
Julien Nelson

Abstract. Computers have long been seen as possible tools to foster creativity in children. In this respect, virtual environments present an interesting potential to support idea generation but also to steer it in relevant directions. A total of 96 school-aged children completed a standard divergent thinking task while being exposed to one of three virtual environments: a replica of the headmistress’s office, a replica of their schoolyard, and a dreamlike environment. Results showed that participants produced more original ideas in the dreamlike and playful environments than in the headmistress’s office environment. Additionally, the contents of the environment influenced the selective exploration of idea categories. We discuss these results in terms of two combined processes: explicit references to sources of inspiration in the environment, and the implicit priming of specific idea categories.


2004 ◽  
Author(s):  
Cynthia S. Sahm ◽  
Sarah H. Creem-Regehr ◽  
William B. Thompson ◽  
Peter Willemsen

2004 ◽  
Author(s):  
Jodie M. Plumert ◽  
Joseph K. Kearney ◽  
James F. Cremer

Sign in / Sign up

Export Citation Format

Share Document