In this paper, we describe the development and operating principles of an immersive virtual reality (VR) visualisation environment that is designed around the use of consumer VR headsets in an existing wide area motion capture suite. We present two case studies in the application areas of visualisation of scientific and engineering data. Each of these case studies utilise a different render engine, namely a custom engine for one case and a commercial game engine for the other. The advantages and appropriateness of each approach are discussed along with suggestions for future work
Figure 1: Example of a virtual reality render of the nasal cavity model (le) and an example of highlighting anatomical areas of interest using a hand controller (right). ABSTRACT is article explores the application of virtual reality (VR) to the area of anatomical education, speci cally the shape of and the air ow through the human nasal cavity. We argue the bene ts of VR technology in this speci c domain, and describe the creation of the VR application which is intended to be used in future courses. rough two preliminary case studies, we describe our experiences, and discuss advantages and disadvantages of the use of VR in this area.
Exergames are becoming increasingly popular as a way of motivating people to exercise. However, merely adding exercise elements to a game may not achieve the desired level of motivation and long term adherence. By designing an exergame which takes into account the user's personality profile, the user's level of motivation to play the game and thus exercise may be increased. In this paper, we present an exergame using a virtual trainer system which can be customized for the personality of the user. The trainer system supports two modes: a competitive mode for players who are motivated by pushing themselves to beat an opponent, and a cooperative mode for players who enjoy working with another player to perform well. We conduct a brief pilot study to evaluate our virtual trainers in which participants' personalities are evaluated using the Sport Orientation Questionnaire. They then play three short sessions of the exergame: a control condition without a trainer system, and one for each of the two trainer system. Our initial results indicate that the training systems are highly motivating when matching the personality of the user, particularly for competitive individuals
This paper outlines the development of a sensory feedback device providing a tangible interface for controlling digital environments, in this example a flight simulator, where the intention for the device is that it is relatively low cost, versatile and intuitive. Gesture based input allows for a more immersive experience, so rather than making the user feel like they are controlling an aircraft the intuitive interface allows the user to become the aircraft that is controlled by the movements of the user's hand. The movements are designed to allow a sense of immersion that would be difficult to achieve with an alternative interface. A vibrotactile based haptic feedback is incorporated in the device to further enhance the connection between the user and the game environment by providing immediate confirmation of game events. When used for navigating an aircraft simulator, this device invites playful action and thrill. It bridges new territory on portable, low cost solutions for haptic devices in gaming contexts.Comment: in Proceedings of the 2014 Conference on Interactive Entertainmen