ICAT-EGVE2024 - Posters and Demos
Permanent URI for this collection
Browse
Browsing ICAT-EGVE2024 - Posters and Demos by Subject "CCS Concepts: Human-centered computing → Virtual reality"
Now showing 1 - 3 of 3
Results Per Page
Sort Options
Item Embodiment from Virtual Hands-and-feet Movements during walking(The Eurographics Association, 2024) Hirose, Shuya; Kitazaki, Michiteru; Tanabe, Takeshi; Yem, VibolThis study investigated the influence of global self-motion (walking) on the sense of whole-body ownership induced by virtual hands-and-feet stimuli that moved synchronously with participants. Participants were exposed to normal and scrambled arrangements of hands and feet, while performing reaching tasks with or without walking. Results showed that scrambled hand-and-feet arrangements significantly decreased the sense of part-body ownership, whole-body ownership, invisible body perception, and agency. It did not significantly improve whole-body or part-body ownership. These findings suggest that global self-motion might not be a crucial factor in enhancing body ownership, and further research is needed to explore alternative methods for improving the embodiment.Item Presenting Climbing/Descending Sensation with Visual image and Horizontal Acceleration(The Eurographics Association, 2024) Uematsu, Kohei; Yano, Hiroaki; Tanabe, Takeshi; Yem, VibolIn this study, a method for generating the sensation of driving uphill and downhill using an electric wheelchair equipped with a spherical display was proposed as a solution to the problem of driving uphill when moving through a VR space using an RDD using an electric wheelchair equipped with a spherical display. It was hypothesized that four elements are important for generating the sensation of driving uphill using an electric wheelchair equipped with a spherical display without adding any special mechanisms: ''horizontal acceleration,'' ''movement speed in the VR space,'' ''head direction,'' and ''viewing angle,'' and an evaluation experiment was conducted to verify this. As a result, significant differences were seen in all four elements when generating the sensation of driving uphill, and significant differences were seen in the three elements except horizontal acceleration when generating the sensation of driving downhill.Item Virtual Reality Space Moderately Filled with Objects for Linear Self-locomotive Speed Perception(The Eurographics Association, 2024) Kosuge, Yuki; Goto, Yuta; Okamoto, Shogo; Tanabe, Takeshi; Yem, VibolThis study investigates how object density in virtual reality (VR) affects self-moving speed perception. Using 44 participants, speed perception across six object density levels was assessed through magnitude estimation. The analysis based on Stevens' power law, found that the perceived speed is the highest linearity at moderate object density. Excessive or sparse object environments led to reduced linearity. The findings suggest a critical object density threshold for maintaining accurate speed perception in VR, offering insights for designing immersive environments.