2006
DOI: 10.1145/1146816.1146831
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Human-scale haptic interaction with a reactive virtual human in a real-time physics simulator

Abstract: ________________________________________________________________________________________In this article we propose a framework for haptic interaction with a reactive virtual human in a physically simulated virtual world. The user controls an avatar in the virtual world via human-scale haptic interface and interacts with the virtual human through the avatar. The virtual human recognizes the user's motion and reacts to it. We create a virtual boxing system as an application of the proposed framework. We performe… Show more

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Cited by 16 publications
(3 citation statements)
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“…These tethers are pulled against a stationary frame by motors. Variations of this popular SPIDAR design have been used in CAVE-like simulators with force feedback, such as a boxing simulator [57] and a catch-ball simulator [75]. Lastly, SPIDAR-W [108] is based on the same SPIDAR principle but, instead of being stationary, is mounted into a 1.5 x 1.5 x 1.5 m cage that the user carries around.…”
Section: Pulley Systemsmentioning
confidence: 99%
“…These tethers are pulled against a stationary frame by motors. Variations of this popular SPIDAR design have been used in CAVE-like simulators with force feedback, such as a boxing simulator [57] and a catch-ball simulator [75]. Lastly, SPIDAR-W [108] is based on the same SPIDAR principle but, instead of being stationary, is mounted into a 1.5 x 1.5 x 1.5 m cage that the user carries around.…”
Section: Pulley Systemsmentioning
confidence: 99%
“…On the other hand, systems using SPIDAR [Sato et al 1997], which provides 3D force feedback, have also been proposed. For example, Hasegawa et al proposed a virtual boxing system [Hasegawa et al 2006] that makes movable scope wide. However, SPIDAR cannot reproduce the microscopic vibration generated by tearing a piece of paper because it only gives users force feedback by activating motors.…”
Section: Related Workmentioning
confidence: 99%
“…In the previous days of computer technology, training environments were obtained by providing offline and online information about athlete performance in the form of biofeedback (Liebermann & Breazeal, 2007), or transfer from the video game training context to performance at the real task (Rosser et al, 2007). The recent improvement in visualization, motion capture, and computing power in general has paved the way for the development of simulation VE for training sensorimotor components of sports (Hasegawa et al, 2006;Bailenson et al, 2008;Bideau et al, 2010). For example, Bailenson (Bailenson et al, 2008) discusses the effectiveness of interactivity in training a physical task connected to tai chi based on an immersive display of recorded videos.…”
Section: Introductionmentioning
confidence: 99%