- Virtual Reality Applications and Impacts
- Tactile and Sensory Interactions
- Music Technology and Sound Studies
- Music and Audio Processing
- Visual perception and processing mechanisms
- Evacuation and Crowd Dynamics
- Interactive and Immersive Displays
- Spatial Cognition and Navigation
- Human Motion and Animation
- Human-Automation Interaction and Safety
- Teleoperation and Haptic Systems
- Media Influence and Health
- Augmented Reality Applications
- Design Education and Practice
- Advanced Optical Imaging Technologies
- Digital Storytelling and Education
- Hearing Loss and Rehabilitation
- Interdisciplinary Research and Collaboration
- Noise Effects and Management
- Sport Psychology and Performance
- Data Visualization and Analytics
- Computer Graphics and Visualization Techniques
- Stroke Rehabilitation and Recovery
- Experimental Learning in Engineering
- Speech and Audio Processing
Aalborg University
2014-2024
University of Udine
2019
Media Design School
2010-2017
USC Institute for Creative Technologies
2016
University of Jyväskylä
2016
Agora
2016
Creative Technologies (United States)
2016
Faculty of Design
2005-2010
Huntington Hospital
1977
Recent technological developments have finally brought virtual reality (VR) out of the laboratory and into hands developers consumers. However, a number challenges remain. Virtual travel is one most common universal tasks performed inside environments, yet enabling users to navigate environments not trivial challenge—especially if user walking. In this article, we initially provide an overview numerous techniques that been proposed prior commercialization VR. Then turn mode difficult...
Recent technological advances have brought Virtual Reality (VR) into the homes of consumers, and there is a growing interest in bringing cinematic experiences from screen VR. However, VR limits filmmakers' ability to effectively guide audience's attention. In this paper we present taxonomy approaches guiding users' attention, study comparing two such with control condition devoid guidance. One approach guides users by controlling their body's orientation, other implicitly directs attention...
The rapid development and availability of low-cost technologies have created a wide interest in virtual reality. In the field computer music, term “virtual musical instruments” has been used for long time to describe software simulations, extensions existing instruments, ways control them with new interfaces expression. Virtual reality instruments (VRMIs) that include simulated visual component delivered via head-mounted display or other forms immersive visualization not yet received much...
Walking-In-Place (WIP) techniques provide one possible solution to the problem emerging when an immersive virtual environment (IVE) offers a larger freedom of movement than physical where interaction is taking place. Such are particularly useful spatial constraints very prominent. However, many previous WIP rely on same gesture for input - stepping resembling performed walking up flight stairs. It seems that this may be perceived as more physically straining real which lead less natural...
Walking-In-Place (WIP) techniques make it possible to facilitate relatively natural locomotion within immersive virtual environments that are larger than the physical interaction space. However, in order walking experiences one needs know how map steps place motion. This paper describes two within-subjects studies performed with intention of establishing range perceptually speeds for WIP locomotion. In both studies, subjects a series walks while exposed visual gains (optic flow multipliers)...
Virtual Reality (VR) has finally entered the homes of consumers, and a large number available applications are games. This paper presents between-subjects study (n=50) exploring if visual realism (polygon count texture resolution) affects presence during scenario involving gameplay, graphics, controls that, contrary to much existing research, resemble commercially VR The results suggest that participants exposed higher degree experienced stronger sensation presence, as assessed by means...
A high-fidelity but efficient sound simulation is an essential element of any VR experience. Many the techniques used in virtual acoustics are graphical rendering suitably modified to account for generation and propagation. In recent years, several advances hardware software technologies have been facilitating development immersive interactive sound-rendering experiences. this article, we present a review state art such simulations, with focus on different elements that, combined, provide...
Learning to play an instrument is challenging for both children and adults. Adding this music education in K-12 oftentimes subject budget cuts. In paper, we propose that virtual reality may offer with alternative approach acquiring musical skills. Initially present overview of the state art software technology augmented music, then outline a series considerations on how can help education.
When physical props serve as proxies for virtual tools used to manipulate the environment, it is challenging provide appropriate haptic feedback. Redirected tool-mediated manipulation addresses this challenge by distorting mapping between and a sensation of manipulating when tool comes into contact with another prop. For example, hammer's position can be offset ensure that impacts accompany each strike nail. We demonstrate idea showing create sensations impact resistance driving nail...
In virtual reality environments that allow users to walk freely, the area of environment (VE) is constrained size tracking area. By using redirection techniques, this problem can be partially circumvented; one techniques involves rotating user more or less in world than physical world; technique referred as rotational gain. Experiments conducted by Frank Steinicke et al. [7] sought uncover users' ability detect usage This paper seeks further investigate area, examining effect visual density...
A system to synthesize in real-time the sound of footsteps on different materials is presented. The based microphones which allow user interact with his own footwear. This solution distinguishes our from previous efforts that require specific shoes enhanced sensors. detect real sounds users, ground reaction force (GRF) estimated. Such GRF used control a synthesis engine physical models. Evaluations terms validity and fidelity interaction are described.
Walking-In-Place (WIP) techniques have potential in terms of solving the problem arising when an immersive virtual environment offers a larger freedom movement than physical environment. Such are particularly useful spatial constraints very prominent, as they likely to be relation gaming systems located homes consumers. However, most existing WIP rely on legs which may cause users, wearing head mounted display, unintentionally move. This paper details within-subjects study performed with...
We propose a system that affords real-time sound synthesis of footsteps on different materials. The is based microphones, which detect real footstep sounds from subjects, the ground reaction force (GRF) estimated. Such GRF used to control engine physical models. Two experiments were conducted. In first experiment, ability subjects recognize surface they exposed was assessed. second enhanced with environmental sounds. Results show that, in some conditions, adding soundscape significantly...
We describe two psychophysical experiments where we have quantified how much humans can unknowingly be redirected by auditory stimuli. The use a two-alternative-forced-choice task. tested 19 subjects in different experiments: (E1) discrimination between virtual and physical rotation, (E2) of path curvature. In experiment E1 performed rotations with gains, then had to choose whether the perceived rotation was smaller or greater than rotation. E2 estimate curvature when walking curved real...
Redirection techniques allow users to explore large virtual environments on foot while remaining within a limited physical space. However, research has primarily focused redirection through manipulation of the visuals used represent environment. We describe within-subjects study (n=31) exploring if participants' ability detect differences between real and rotations is influenced by addition sound that spatially aligned with its source. The results revealed similar detection thresholds for...
We describe a system which simulates in realtime the auditory and haptic sensations of walking on different surfaces. The is based pair sandals enhanced with pressure sensors actuators. detect interaction force during walking, control several physically synthesis algorithms, drive both feedback. hardware software components are described, together possible uses possibilities for improvements future design iterations.
The advent of affordable virtual reality (VR) displays and 360° video cameras has sparked an interest in bringing cinematic experiences from the screen into VR. However, it remains uncertain whether traditional approaches to filmmaking can be directly applied Historically editing provided filmmakers with a powerful tool for shaping stories guiding attention audiences. will immersed viewer, experiencing story inside fictional world, find cuts disorienting? This paper details two studies...
Circular and linear self-motion illusions induced through visual auditory stimuli have been studied rather extensively. While the ability of haptic to augment such has investigated, which primarily are by stimulation modality remain relatively unexplored. In this paper, we present an experiment performed with intention investigating whether it is possible use main supporting areas feet induce vertical illusory on behalf unrestrained participants during exposure a virtual environment...