2019
DOI: 10.3724/sp.j.2096-5796.2018.0014
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Eye-around vibration haptics on VR immersion improvement

Abstract: Due to the inherent shortcomings of the hardware, the immersion of visual interaction between the user and the virtual reality (VR) equipment is greatly reduced. In this paper, effects of eye-around vibration haptics on improving the VR immersion were studied. The vibration was generated by flexible vibrators whose performance was evaluated by a laser vibrometer. Fitting the vibrators on the human eye area at different positions and derived by different waveforms and frequencies of the input signal, the effect… Show more

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Cited by 6 publications
(1 citation statement)
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References 13 publications
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“…Existing studies (Eiris et al,2018;Nykänen et al,2020) adopting virtual or immersive technologies for construction safety training were largely limited to training outcomes or trainees' subjective evaluation of these technologies, but lack the comprehensive or empirical evidences to evaluate the effectiveness of immersive technology as compared to the traditional training mode. The other limitation from existing VR-driven studies (e.g., Tao et al, 2019) is that they had been limited to a single feature of VR, such as immersion, but without a more comprehensive evaluation of other features, for instance, first-person experience, degree of fun, and interaction, etc, all of which are essential components of gamification (Mouaheb, et al 2012) and can increase player/user participation and engagement during learning (Landers, 2014). There has been insufficient investigation based on a multi-criteria framework to evaluate the effects of VR for safety training.…”
Section: Introductionmentioning
confidence: 99%
“…Existing studies (Eiris et al,2018;Nykänen et al,2020) adopting virtual or immersive technologies for construction safety training were largely limited to training outcomes or trainees' subjective evaluation of these technologies, but lack the comprehensive or empirical evidences to evaluate the effectiveness of immersive technology as compared to the traditional training mode. The other limitation from existing VR-driven studies (e.g., Tao et al, 2019) is that they had been limited to a single feature of VR, such as immersion, but without a more comprehensive evaluation of other features, for instance, first-person experience, degree of fun, and interaction, etc, all of which are essential components of gamification (Mouaheb, et al 2012) and can increase player/user participation and engagement during learning (Landers, 2014). There has been insufficient investigation based on a multi-criteria framework to evaluate the effects of VR for safety training.…”
Section: Introductionmentioning
confidence: 99%