Jennifer Chen, Robert G. Turcott, Pablo Castillo, W. Setiawan, Frances Lau, A. Israr
{"title":"Learning to feel words: a comparison of learning approaches to acquire haptic words","authors":"Jennifer Chen, Robert G. Turcott, Pablo Castillo, W. Setiawan, Frances Lau, A. Israr","doi":"10.1145/3225153.3225174","DOIUrl":"https://doi.org/10.1145/3225153.3225174","url":null,"abstract":"Recent studies have shown that decomposing spoken or written language into phonemes and transcribing each phoneme into a unique vibrotactile pattern enables people to receive lexical messages on the arm. A potential barrier to adopting this new communication system is the time and effort required to learn the association between phonemes and vibrotactile patterns. Therefore, in this study, we compared the learnability and generalizability of different learning approaches, including guided learning, self-guided learning, and a mnemonic device. We found that after 65 minutes of learning spread across 3 days, 67% of participants, including both native and non-native English speakers, following the guided learning could identify 100 haptic words with over 90% accuracy, while only 20% of participants using the self-guided learning paradigm could do so.","PeriodicalId":185507,"journal":{"name":"Proceedings of the 15th ACM Symposium on Applied Perception","volume":"28 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120910828","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Assessing vignetting as a means to reduce VR sickness during amplified head rotations","authors":"Nahal Norouzi, G. Bruder, G. Welch","doi":"10.1145/3225153.3225162","DOIUrl":"https://doi.org/10.1145/3225153.3225162","url":null,"abstract":"Redirected and amplified head movements have the potential to provide more natural interaction with virtual environments (VEs) than using controller-based input, which causes large discrepancies between visual and vestibular self-motion cues and leads to increased VR sickness. However, such amplified head movements may also exacerbate VR sickness symptoms over no amplification. Several general methods have been introduced to reduce VR sickness for controller-based input inside a VE, including a popular vignetting method that gradually reduces the field of view. In this paper, we investigate the use of vignetting to reduce VR sickness when using amplified head rotations instead of controller-based input. We also investigate whether the induced VR sickness is a result of the user's head acceleration or velocity by introducing two different modes of vignetting, one triggered by acceleration and the other by velocity. Our dependent measures were pre and post VR sickness questionnaires as well as estimated discomfort levels that were assessed each minute of the experiment. Our results show interesting effects between a baseline condition without vignetting, as well as the two vignetting methods, generally indicating that the vignetting methods did not succeed in reducing VR sickness for most of the participants and, instead, lead to a significant increase. We discuss the results and potential explanations of our findings.","PeriodicalId":185507,"journal":{"name":"Proceedings of the 15th ACM Symposium on Applied Perception","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134151545","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
J. Tauscher, F. W. Schottky, S. Grogorick, M. Magnor, Maryam Mustafa
{"title":"Analysis of neural correlates of saccadic eye movements","authors":"J. Tauscher, F. W. Schottky, S. Grogorick, M. Magnor, Maryam Mustafa","doi":"10.1145/3225153.3225164","DOIUrl":"https://doi.org/10.1145/3225153.3225164","url":null,"abstract":"In a concurrent electroencephalography (EEG) and eye-tracking study, we explore the specific neural responses associated with saccadic eye movements. We hypothesise that there is a distinct saccade-related neural response that occurs well before a physical saccade and that this response is different for free, natural saccades versus forced saccades. Our results show a distinct and measurable brain response approximately 200 ms before a physical saccade actually occurs. This response is distinctly different for free saccades versus forced saccades. Our results open up possibilities of predicting saccades based on neural data. This is of particular relevance for creating effective gaze guidance mechanisms within a virtual reality (VR) environment and for creating faster brain computer interfaces (BCI).","PeriodicalId":185507,"journal":{"name":"Proceedings of the 15th ACM Symposium on Applied Perception","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134513746","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Virtual shadows for real humans in a CAVE: influence on virtual embodiment and 3D interaction","authors":"G. Cortes, F. Argelaguet, É. Marchand, A. Lécuyer","doi":"10.1145/3225153.3225165","DOIUrl":"https://doi.org/10.1145/3225153.3225165","url":null,"abstract":"In immersive projection systems (IPS), the presence of the user's real body limits the possibility to elicit a virtual body ownership illusion. But, is it still possible to embody someone else in an IPS even though the users are aware of their real body? In order to study this question, we propose to consider using a virtual shadow in the IPS, which can be similar or different from the real user's morphology. We have conducted an experiment (N=27) to study the users' sense of embodiment whenever a virtual shadow was or was not present. Participants had to perform a 3D positioning task in which accuracy was the main requirement. The results showed that users widely accepted their virtual shadow (agency and ownership) and felt more comfortable when interacting with it (compare to no virtual shadow). Yet, due to the awareness of their real body, the users have less acceptance of the virtual shadow whenever the shadow gender differs from their own. Furthermore, the results showed that virtual shadows increase the users' spatial perception of the virtual environment by decreasing the inter-penetrations between the user and the virtual objects. Taken together, our results promote the use of dynamic and realistic virtual shadows in IPS and pave the way for further studies on \"virtual shadow ownership\" illusion.","PeriodicalId":185507,"journal":{"name":"Proceedings of the 15th ACM Symposium on Applied Perception","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134205827","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}