Refine
H-BRS Bibliography
- yes (4)
Departments, institutes and facilities
Document Type
- Conference Object (4) (remove)
Language
- English (4)
Has Fulltext
- no (4)
Keywords
- 3D user interface (4) (remove)
In presence of conflicting or ambiguous visual cues in complex scenes, performing 3D selection and manipulation tasks can be challenging. To improve motor planning and coordination, we explore audio-tactile cues to inform the user about the presence of objects in hand proximity, e.g., to avoid unwanted object penetrations. We do so through a novel glove-based tactile interface, enhanced by audio cues. Through two user studies, we illustrate that proximity guidance cues improve spatial awareness, hand motions, and collision avoidance behaviors, and show how proximity cues in combination with collision and friction cues can significantly improve performance.
The study of locomotion in virtual environments is a diverse and rewarding research area. Yet, creating effective and intuitive locomotion techniques is challenging, especially when users cannot move around freely. While using handheld input devices for navigation may often be good enough, it does not match our natural experience of motion in the real world. Frequently, there are strong arguments for supporting body-centered self-motion cues as they may improve orientation and spatial judgments, and reduce motion sickness. Yet, how these cues can be introduced while the user is not moving around physically is not well understood. Actuated solutions such as motion platforms can be an option, but they are expensive and difficult to maintain. Alternatively, within this article we focus on the effect of upper-body tilt while users are seated, as previous work has indicated positive effects on self-motion perception. We report on two studies that investigated the effects of static and dynamic upper body leaning on perceived distances traveled and self-motion perception (vection). Static leaning (i.e., keeping a constant forward torso inclination) had a positive effect on self-motion, while dynamic torso leaning showed mixed results. We discuss these results and identify further steps necessary to design improved embodied locomotion control techniques that do not require actuated motion platforms.
When navigating larger virtual environments and computer games, natural walking is often unfeasible. Here, we investigate how alternatives such as joystick- or leaning-based locomotion interfaces ("human joystick") can be enhanced by adding walking-related cues following a sensory substitution approach. Using a custom-designed foot haptics system and evaluating it in a multi-part study, we show that adding walking related auditory cues (footstep sounds), visual cues (simulating bobbing head-motions from walking), and vibrotactile cues (via vibrotactile transducers and bass-shakers under participants' feet) could all enhance participants' sensation of self-motion (vection) and involement/presence. These benefits occurred similarly for seated joystick and standing leaning locomotion. Footstep sounds and vibrotactile cues also enhanced participants' self-reported ability to judge self-motion velocities and distances traveled. Compared to seated joystick control, standing leaning enhanced self-motion sensations. Combining standing leaning with a minimal walking-in-place procedure showed no benefits and reduced usability, though. Together, results highlight the potential of incorporating walking-related auditory, visual, and vibrotactile cues for improving user experience and self-motion perception in applications such as virtual reality, gaming, and tele-presence.