Proceedings of the 2017 Conference on Designing Interactive Systems 2017
DOI: 10.1145/3064663.3064680
|View full text |Cite
|
Sign up to set email alerts
|

Tangible VR

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
8
0

Year Published

2017
2017
2023
2023

Publication Types

Select...
5
3
1
1

Relationship

0
10

Authors

Journals

citations
Cited by 49 publications
(11 citation statements)
references
References 19 publications
0
8
0
Order By: Relevance
“…Games such as Metaspace II [39] or Real Virtuality [6] integrated real physical objects, such as a box and a rod, in order to enhance the realism in a virtual environment. Harley and colleagues [13] provided a system to integrate real objects into virtual reality and presented an actuated stuffed animal as interaction object for "Tangible VR", thus combining active and passive haptics. The VR sandbox [11] even provides a box filled with real sand that can be used in VR to design the surface structure of the virtual environment.…”
Section: Haptics In Virtual Environmentsmentioning
confidence: 99%
“…Games such as Metaspace II [39] or Real Virtuality [6] integrated real physical objects, such as a box and a rod, in order to enhance the realism in a virtual environment. Harley and colleagues [13] provided a system to integrate real objects into virtual reality and presented an actuated stuffed animal as interaction object for "Tangible VR", thus combining active and passive haptics. The VR sandbox [11] even provides a box filled with real sand that can be used in VR to design the surface structure of the virtual environment.…”
Section: Haptics In Virtual Environmentsmentioning
confidence: 99%
“…Johnson et al [16] instrumented plush toys with various sensors including pitch and roll sensors, gyroscope, and magnetometers as well flexion and squeeze sensors, which enabled them to sense various kinds of interactions with the toys. Although the usage of the toys was not in immersive VR but rather in front of a screen, this project demonstrates an interesting aspect of adapting existing toys: they are familiar to users and they can easily be "diegetic tangibles" that "exist within the space and time of a narrative's world and can be an effective strategy for interaction design and for narrative design" [9]. Sajjadi et al [23] employed Sifteo Cubes as tangible objects in a VR game -Maze Commander -where two players, one using a VR headset and another manipulating the Sifteo Cubes, collaborate to escape a maze.…”
Section: Tangibles In Vrmentioning
confidence: 99%
“…Applications of level 3 often make use of tactile interaction techniques, such as haptic devices [22] and tangible user interfaces (TUI) [23]. Examples of various engineering VR solutions are presented in Fig.…”
Section: Industrial Vr Applicationsmentioning
confidence: 99%