Proceedings of the 29th Annual Symposium on User Interface Software and Technology 2016
DOI: 10.1145/2984511.2984519
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Immersive Scuba Diving Simulator Using Virtual Reality

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Cited by 39 publications
(17 citation statements)
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“…For example, when Calvo et al evaluate their aforementioned exoskeleton device in a bow and arrow VR simulator [7], they appended two haptic specific questions to the IPQ, so they could evaluate the sensation of pulling on the bowstring. Moreover, there seems to be an abundance of recent research in VR haptics that does not use the IPQ at all and, instead, authors craft their own questions directly targeted at their devices (e.g., [11,17,21]). These examples propelled us to explore a complementary or perhaps even alternative method to detect conflicts in the user's sense of haptic immersion.…”
Section: Assessing Haptic Immersionmentioning
confidence: 99%
“…For example, when Calvo et al evaluate their aforementioned exoskeleton device in a bow and arrow VR simulator [7], they appended two haptic specific questions to the IPQ, so they could evaluate the sensation of pulling on the bowstring. Moreover, there seems to be an abundance of recent research in VR haptics that does not use the IPQ at all and, instead, authors craft their own questions directly targeted at their devices (e.g., [11,17,21]). These examples propelled us to explore a complementary or perhaps even alternative method to detect conflicts in the user's sense of haptic immersion.…”
Section: Assessing Haptic Immersionmentioning
confidence: 99%
“…In VR, researchers have employed sensory immersion to create presence in entertainment experiences. For instance, Ambioterm [35] and Amphibian [20] simulated environmental conditions in a VR headset, and Martins [28] conceptualized multisensory VR wine tourism.…”
Section: Immersionmentioning
confidence: 99%
“…Leigh and Maes [13] [14] developed body-integrated robotic joint interfaces that augment the human hand with extra fingers that can also act as a an on-demand joystick or trigger button. Other researchers have explored inflatable devices that render virtual graspable objects by inflating air-pockets in the middle of the palm [11] [20]. In particular PuPop [20] offers rendering various shapes and sizes by a multitude of integrated air-pockets, however its pneumatic actuation mechanism is only suitable for slow interaction scenarios.…”
Section: Wearable Haptic Devicesmentioning
confidence: 99%
“…The fixed size of the handle limits the range of objects to be approximated effectively. Therefore, when the shape of objects is too dissonant, interchangeable handles could be combined with shape changing technology, such as adding different shapes and textures covers to the controller or inflatable pockets on the handle, similar to [11] and [20].…”
Section: Limitations and Future Workmentioning
confidence: 99%