Abstract
This paper presents the integration of a haptic vest with a multimodal virtual environment, consisting of video, audio, and haptic feedback, with the main objective of determining how users, who interact with the virtual environment, benefit from tactile and thermal stimuli provided by the haptic vest. Some experiments are performed using a game application of a train station after an explosion. The participants of this experiment have to move inside the environment, while receiving several stimuli to check if any improvement in presence or realism in that environment is reflected on the vest. This is done by comparing the experimental results with those similar scenarios, obtained without haptic feedback. These experiments are carried out by three groups of participants who are classified on the basis of their experience in haptics and virtual reality devices. Some differences among the groups have been found, which can be related to the levels of realism and synchronization of all the elements in the multimodal environment that fulfill the expectations and maximum satisfaction level. According to the participants in the experiment, two different levels of requirements are to be defined by the system to comply with the expectations of professional and conventional users.
Highlights
After several years of research, a Virtual Environment (VE), similar to real environment can be perceived, and complete immersion inside the environment can be felt, perceiving all possible stimuli through all body senses
PARTICIPANTS CLASSIFICATION The answers to the first three questions are used to group the participants into three categories, as detailed below, based on their experience with haptic devices and VE systems
VIRTUAL ENVIRONMENT REALISM AND USEFULNESS OF HAPTICS The step is to evaluate the VE without considering the haptic from the vest
Summary
After several years of research, a Virtual Environment (VE), similar to real environment can be perceived, and complete immersion inside the environment can be felt, perceiving all possible stimuli through all body senses. We are in the ‘virtual reality time’ [1]. The aim of VE is to achieve the best user experience by improving realism or sense of presence, in such a way that the user feels full integration inside the VE. Advances in virtual reality (VR) technologies have led to creating realistic VEs, thereby making systems surprisingly realistic [2]. The evolution of VR technologies has led to the creation of many innovative applications that allow interaction with VR [5]–[7]
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