2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2018
DOI: 10.1109/vr.2018.8446136
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Demo of the Matrix Has You: Realizing Slow Motion in Full-Body Virtual Reality

Abstract: While we perceive time as a constant factor in the real world, it can be manipulated in media. Being quite easy for linear media, this is used for various aspects of storytelling e.g., by applying slow motion in movies or TV. Interactive media like VR however poses additional challenges, because user interaction speed is independent from media speed. While it is still possible to change the speed of the environment, for interaction it is also necessary to deal with the emerging speed mismatch, e.g., by slowing… Show more

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Cited by 6 publications
(13 citation statements)
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“…The mismatch between information from vision and proprioception is commonly used to design VR pseudo-haptic feedback [48]. Since VR HMDs can provide a visual space completely different from the real world, many VR pseudo-haptic feedback studies used the location offset between the real hand and the virtual hand to induce a mismatch between vision and proprioception, which is perceived as a weight perceptual illusion [18], [39], [40], [44]. This visual pseudo-haptic feedback is advantageous, since it is easily implemented with graphical programming without requiring additional components on the controller to simulate haptic sensations.…”
Section: A Visual Pseudo-haptic Feedbackmentioning
confidence: 99%
See 1 more Smart Citation
“…The mismatch between information from vision and proprioception is commonly used to design VR pseudo-haptic feedback [48]. Since VR HMDs can provide a visual space completely different from the real world, many VR pseudo-haptic feedback studies used the location offset between the real hand and the virtual hand to induce a mismatch between vision and proprioception, which is perceived as a weight perceptual illusion [18], [39], [40], [44]. This visual pseudo-haptic feedback is advantageous, since it is easily implemented with graphical programming without requiring additional components on the controller to simulate haptic sensations.…”
Section: A Visual Pseudo-haptic Feedbackmentioning
confidence: 99%
“…Visual pseudo-haptic feedback has often been described as an illusion or a metaphor of the real-world sensation [9], [39], [41], [44]. Many studies have used the mismatch between the movement or position of the virtual hand and the real hand to induce the illusion of weight perception [35], [40], [41], [48]. Based on these studies, in the current study, we used linear interpolation on the hand position of each frame to generate the temporal mismatch between visual information and proprioception to simulate the sensation of heavy weight felt by lifting a real object.…”
Section: A Visual Pseudo-haptic Feedback Designmentioning
confidence: 99%
“…4.1.3 Phase 3: Eligibility. We excluded papers that were analyses or experimental evaluations of existing interaction techniques (283), applications of interaction techniques to real-world problems (127), surveys of interaction techniques (8), and revisions of the same interaction techniques produced by the same authors (5). This step built our final study set of 248 papers.…”
Section: Survey Of Beyond-real Interactionsmentioning
confidence: 99%
“…To evaluated the UX in our previous works [11,23,25,26,28,29], we used questionnaires for presence (Slater-Usoh-Steed Presence Questionnaire (SUS PQ) [34], PQ by Witmer and Singer [35]), immersion and enjoyment (E2I [18]), simulator sickness (Simulator Sickness Questionnaire (SSQ) [18]), and general usability (System Usability Scale (SUS) [5]). Further questionnaires were introduced during the past years, such as the Igroup Presence Questionnaire (IPQ) 1 , the Immersive Experience Questionnaire (IEQ) [17], or the Player Experience Inventory (PXI) [1], to name just a few.…”
Section: Questionnairesmentioning
confidence: 99%
“…This work will give advice on how UX can be measured by sharing the authors' experiences from their previous MR works [11,[23][24][25][26][27][28][29]. It will focus on questionnaires and qualitative UX measures and will discuss the limitations of both approaches to gather individual user feedback.…”
Section: Introductionmentioning
confidence: 99%