2019
DOI: 10.1007/978-3-030-21565-1_1
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Design of Virtual Reality for Humanoid Robots with Inspiration from Video Games

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Cited by 9 publications
(17 citation statements)
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“…Ref. [49] explores developing a VR interface for humanoids by taking inspiration from VR video games to identify the best control schemes and practices for VR. They summarize a total of 14 VR games, specifically looking at what viewpoint they use, how movement in the game is accomplished, how manipulation is done, and how information is brought up to be displayed.…”
Section: Interactionmentioning
confidence: 99%
“…Ref. [49] explores developing a VR interface for humanoids by taking inspiration from VR video games to identify the best control schemes and practices for VR. They summarize a total of 14 VR games, specifically looking at what viewpoint they use, how movement in the game is accomplished, how manipulation is done, and how information is brought up to be displayed.…”
Section: Interactionmentioning
confidence: 99%
“…Unfortunately, assessing this hypothesis is difficult in a traditional experimental context, for several reasons: (1) no autonomous robotic wheelchairs currently exist on the market, and the construction of an autonomous language-capable autonomous wheelchair is a significant engineering challenge 1 . (2) Autonomous vehicles, including wheelchairs, are incredibly dangerous, being able to move at high speeds and cause significant damage to both walls and people 2 . This is also obviously the case for other types of autonomous vehicles as well, such as autonomous cars, which is why other research groups have sought to investigate trust in autonomous vehicles within very limited carefully controlled contexts such as autonomous parking [51].…”
Section: The Handcartmentioning
confidence: 99%
“…There have also been approaches using VR for other purposes, e.g. providing training environments for robots [23,50,57], visualizing robots in large-scale maritime or aerial environments [20,29,36], and providing immersive teleoperation interfaces [2,3,6,37,41,62].…”
Section: Vr For Human-robot Interactionmentioning
confidence: 99%
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“…VR is widely used in many fields such as education (Lorenzo et al, 2020;McGarr, 2020;Radianti et al, 2020;Theelen et al, 2020), medicine (Bhattacharjee et al, 2020;Felipe et al, 2020;Maier et al, 2020a;Xin et al, 2020), computer games (Bapka et al, 2018;Yang et al, 2018;Allspaw et al, 2019), new motor skills acquisition (Prasertsakul et al, 2018;Ricca et al, 2018;de Moraes et al, 2020), virtual sights (Errichiello et al, 2019;. VR studies in sports focused on three areas: performance analysis (Ouadahi et al, 2016;Neumann et al, 2018), simulation development (Pereira et al, 2018) and virtual training (Adamovich et al, 2009;Calabro et al, 2017;Akbas et al, 2019).…”
Section: Introductionmentioning
confidence: 99%