Abstract

Virtual Reality (VR) has become a consumer-grade technology, especially with the advent of standalone headsets working independently from a powerful computer. Domestic VR mainly uses the visual and auditory senses since VR headsets make this accessible. Haptic feedback, however, has the potential to increase immersion substantially. So far, it is mostly used in laboratory settings with specialized haptic devices. Especially for domestic VR, there is underexplored potential in exploiting physical elements of the often confined space in which it is used. In a literature review (n = 20), we analyzed VR interaction using haptic feedback with or without physical limitations. From this, we derive a design space for VR haptics across three spatial scales (seated, standing, and walking). In our narrow selection of papers, we found inspirations for future work and will discuss two example scenarios. Our work gives a current overview of haptic VR solutions and highlights strategies for adapting laboratory solutions to an everyday context.

Highlights

  • In 1962, Morton Heilig invented the Sensorama [1], which can be considered a precursor to multi-modal virtual reality (VR) systems

  • We identified clusters by haptics type, haptic display, real environments (REs) scale, application scenario, and evaluation and metrics. We explore this niche topic of using confined spaces for haptic sensations in everyday VR, since, in the context of our own research, we realized that this field seemed underexplored

  • The purpose of this work is to provide a structured and clear overview of how the Haptic VR solutions we found differ across the spatial scales of testing environments with or without physical constraints

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Summary

Introduction

In 1962, Morton Heilig invented the Sensorama [1], which can be considered a precursor to multi-modal virtual reality (VR) systems. With the rise in consumer-grade, standalone VR headsets such as the Oculus Quest 2, users start to use them in their dynamic, everyday environments to immerse themselves in another virtual environment for games and leisure. This trend creates the challenge to replicate multi-modal immersive experiences from a laboratory VR set-up to an everyday scenario. Compared to the high quality of visual and auditory sensation from the HMD, the controllers only provide a low-fidelity haptic sensation that is limited to vibrotactile stimulation and hardly sufficient for an immersive experience [4]. Examples are redirected walking [5] and redirected touch [6]

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