Conveying the Perception of Kinesthetic Feedback in Virtual Reality using State-of-the-Art Hardware

Michael Rietzler, Florian Geiselhart, Julian Frommel, E. Rukzio
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引用次数: 42

Abstract

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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使用最先进的硬件在虚拟现实中传达动觉反馈的感知
在当前的消费级VR应用中包含触觉反馈通常具有挑战性,因为在消费级VR中创建触觉反馈的技术可能性有限。虽然大多数系统包括并利用了通过振动产生触觉反馈的可能性,但到目前为止,动觉反馈系统几乎完全依赖外部机械硬件来诱导实际感觉。在本文中,我们描述了一种通过使用未经修改的现成硬件和多模态伪触觉方法的软件解决方案来创建这种感觉的方法。我们首先通过应用用户引出的方法来探索这个设计空间,然后在用户研究中评估我们的改进解决方案。结果表明,仅通过视觉和触觉线索传达动觉反馈,甚至诱导其感知,确实是可能的。虽然视觉剪辑通常不受欢迎,但我们的方法显著增加了乐趣和存在感。
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