Conveying the perception of kinesthetic feedback in virtual reality using state-of-the-art hardware

M Rietzler, F Geiselhart, J Frommel… - Proceedings of the 2018 …, 2018 - dl.acm.org
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018dl.acm.org
Including haptic feedback in current consumer VR applications is frequently challenging,
since technical possibilities to create haptic feedback in consumer-grade VR are limited.
While most systems include and make use of the possibility to create tactile feedback
through vibration, kinesthetic feedback systems almost exclusively rely on external
mechanical hardware to induce actual sensations so far. In this paper, we describe an
approach to create a feeling of such sensations by using unmodified off-the-shelf hardware …
Including haptic feedback in current consumer VR applications is frequently challenging, since technical possibilities to create haptic feedback in consumer-grade VR are limited. While most systems include and make use of the possibility to create tactile feedback through vibration, kinesthetic feedback systems almost exclusively rely on external mechanical hardware to induce actual sensations so far. In this paper, we describe an approach to create a feeling of such sensations by using unmodified off-the-shelf hardware and a software solution for a multi-modal pseudo-haptics approach. We first explore this design space by applying user-elicited methods, and afterwards evaluate our refined solution in a user study. The results show that it is indeed possible to communicate kinesthetic feedback by visual and tactile cues only and even induce its perception. While visual clipping was generally unappreciated, our approach led to significant increases of enjoyment and presence.
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