2019
DOI: 10.1002/cav.1883
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Human–virtual character interaction: Toward understanding the influence of haptic feedback

Abstract: In this study, we compare haptic feedback and nonhaptic feedback conditions in which virtual characters bump into the participant who is immersed in a virtual environment. A questionnaire was developed to determine the influence of haptic feedback on a number of concepts (presence, embodiment, positive and negative affect, interaction realism with virtual character, and haptic feedback realism). Physiological data were also collected using galvanic skin response (GSR) to investigate the influence of haptic fee… Show more

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Cited by 53 publications
(46 citation statements)
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“…In addition to self‐reported data, past virtual reality experiments have captured physiological data by using EDA, 12‐15 which can be indicative of high levels of arousal or stress, 16 as well as eye gaze behavior such as eye fixations, 17‐19 which can be indicative of not only attention, 18 but anxiety, 17 engagement, 20 as well as social functioning 19 . Virtual reality studies capturing EDA have explored public speaking anxiety, 17 and posttraumatic stress disorder 21 among other interests.…”
Section: Related Workmentioning
confidence: 99%
“…In addition to self‐reported data, past virtual reality experiments have captured physiological data by using EDA, 12‐15 which can be indicative of high levels of arousal or stress, 16 as well as eye gaze behavior such as eye fixations, 17‐19 which can be indicative of not only attention, 18 but anxiety, 17 engagement, 20 as well as social functioning 19 . Virtual reality studies capturing EDA have explored public speaking anxiety, 17 and posttraumatic stress disorder 21 among other interests.…”
Section: Related Workmentioning
confidence: 99%
“…In future work, we will explore the interaction effects of crowd movement variations (speed, direction, and density) on human movement behavior, the effects of virtual pedestrians' appearance and motion assigned to a crowd on participants' emotional reactivity [97], the effects of tactile feedback during immersive walking in virtual crowds [98], and the effects of self-avatars on human movement and flocking behavior. We also plan to collect other forms of data, such as eye tracking, electrodermal activity, and subjective ratings [73,99], to study the interactions between humans and virtual crowds. Finally, experimentation with data-driven techniques for simulating the movement of virtual pedestrians will also be explored.…”
Section: Discussionmentioning
confidence: 99%
“…To analyze and evaluate human behavior, behavioral, motion, and electrophysiological recording techniques are typically used [ 19 , 39 , 40 , 70 , 71 , 72 , 73 ]. In this study, to determine how participants coordinated their movement compared to simulated characters, we computed measurements related to the task and the objectives of the experiment.…”
Section: Methodsmentioning
confidence: 99%
“…Additionally, developing experimental scenarios in which participants have to perform more complex locomotion tasks, e.g., side stepping or passing through narrow hallways, might be necessary to further understand the impact that the motion artifacts have on the sense of self-agency. Finally, in our future work, we would like to explore whether the sense of self-agency is affected when providing tactile feedback [52,53] to participant's body as well as how participants perceive self-agency when embodied to a virtual character with variations on his/her appearance [54,55].…”
Section: Discussionmentioning
confidence: 99%