2014
DOI: 10.1080/10447318.2014.941272
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VITAKI: A Vibrotactile Prototyping Toolkit for Virtual Reality and Video Games

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Cited by 30 publications
(19 citation statements)
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“…The content, frequency, and circumstances where GTP were experienced have been suggested to be important for how GTP are appraised (e.g., Ortiz de Gortari & Griffiths, 2014a;2014b). The effects of priming and neural adaptations manifest in day-to-day context derived from playing videogames should be investigated further, particularly due to the commercialization of Virtual Reality devices that enhance immersive experiences (Martínez, García, Oliver, Molina, & González, 2014), assessing the implications of the prevalence of GTP experiences for certain periods of times.…”
Section: Discussionmentioning
confidence: 99%
“…The content, frequency, and circumstances where GTP were experienced have been suggested to be important for how GTP are appraised (e.g., Ortiz de Gortari & Griffiths, 2014a;2014b). The effects of priming and neural adaptations manifest in day-to-day context derived from playing videogames should be investigated further, particularly due to the commercialization of Virtual Reality devices that enhance immersive experiences (Martínez, García, Oliver, Molina, & González, 2014), assessing the implications of the prevalence of GTP experiences for certain periods of times.…”
Section: Discussionmentioning
confidence: 99%
“…One is simulating virtual environments that match color and intensity maps of real light bulbs and audio systems. Moreover, new stimuli, as those associated with haptic sense, such as vibrotactile stimuli (Martínez et al, 2014 ), should be explored to increase the environments' sensation of reality. Another challenge is that the user should wear as less devices as possible, which in practice means to consider more complex devices than conventional head-mounted displays.…”
Section: Most Important Challenges In Human-avatar Symbiosis For Amentioning
confidence: 99%
“…There are two different approaches, one of which uses specific devices developed by Sienko et al ( 2013 ), Bark et al ( 2015 ) and Kato et al ( 2015 ), designed to solve a specific problem. Others make use of toolkits that can be integrated into several VR platforms, developed by Minamizawa et al ( 2012 ) and Martínez et al ( 2014 ), for designing new vibrotactile stimuli.…”
Section: Towards the Next Generation Of Tr Systemsmentioning
confidence: 99%