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Smart substitutional reality: Integrating the smart home into virtual reality

Published on Jun 1, 2019in Entertainment Computing
· DOI :10.1016/j.entcom.2019.100306
Benjamin Eckstein2
Estimated H-index: 2
(University of Würzburg),
Eva Krapp (University of Würzburg)+ 1 AuthorsBirgit Lugrin5
Estimated H-index: 5
(University of Würzburg)
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Abstract
Abstract Recent advances in VR technology allow users to consume immersive content within their own living room. Substitutional Reality .(SR) promises to enhance this experience by integrating the physical environment into the simulation. We propose a novel approach, called Smart Substitutional Reality (SSR), that extends the passive haptics of SR with the interactive functionality of a smart home environment. SSR is meant to serve as a foundation for serious games. In this paper, we describe the concept of SSR alongside the implementation of a prototype in our smart lab. We designed multiple virtual environments with a varying degree of mismatch compared to the real world, and added selected objects to induce additional haptic and thermal stimuli to increase immersion. In two user studies we investigate their impact on spatial presence and intrinsic motivation which are especially important for serious games. Results suggest that spatial presence is maintained with higher mismatch, and increased by inducing additional stimuli. Intrinsic motivation is increased in both cases.
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References41
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Published on Dec 4, 2018 in SIGGRAPH (International Conference on Computer Graphics and Interactive Techniques)
Yang-Sheng Chen4
Estimated H-index: 4
(NTU: National Taiwan University),
Ping-Hsuan Han5
Estimated H-index: 5
(NTU: National Taiwan University)
+ 6 AuthorsYi-Ping Hung27
Estimated H-index: 27
With the advance of virtual reality (VR) headset and haptic technologies, users can have a great experience when they are immersed in the virtual environment (VE). A fewer of research allow users to perceive the odor from the VE simultaneously. Based on the five senses, olfaction is one of the human sense that can perceive chemical information from the environment, which is also important for recreating the VE. In the past, some research groups have shown the techniques of olfactory display. How...
Published on Oct 1, 2018in Educational Technology Research and Development 2.12
Guido Makransky12
Estimated H-index: 12
(UCPH: University of Copenhagen),
Lau Lilleholt2
Estimated H-index: 2
(UCPH: University of Copenhagen)
Virtual reality (VR) is projected to play an important role in education by increasing student engagement and motivation. However, little is known about the impact and utility of immersive VR for administering e-learning tools, or the underlying mechanisms that impact learners’ emotional processes while learning. This paper explores whether differences exist with regard to using either immersive or desktop VR to administer a virtual science learning simulation. We also investigate how the level ...
Published on May 2, 2017 in CHI (Human Factors in Computing Systems)
Michael Rietzler6
Estimated H-index: 6
(University of Ulm),
Katrin Plaumann4
Estimated H-index: 4
(University of Ulm)
+ 3 AuthorsEnrico Rukzio27
Estimated H-index: 27
(University of Ulm)
The integration of multi-sensory stimuli, e.g. haptic airflow, in virtual reality (VR) has become an important topic of VR research and proved to enhance the feeling of presence. VaiR focuses on an accurate and realistic airflow simulation that goes far beyond wind. While previous works on the topic of airflow in VR are restricted to wind, while focusing on the feeling of presence, there is to the best of our knowledge no work considering the conceptual background or on the various application a...
Published on Jan 1, 2017in American Journal of Translational Research 3.27
L Li1
Estimated H-index: 1
,
F Yu1
Estimated H-index: 1
+ 5 AuthorsQ Jiang1
Estimated H-index: 1
The present review discusses the application of virtual reality (VR) technology in clinical medicine, especially in surgical training, pain management and therapeutic treatment of mental illness. We introduce the common types of VR simulators and their operational principles in aforementioned fields. The clinical effects are also discussed. In almost every study that dealt with VR simulators, researchers have arrived at the same conclusion that both doctors and patients could benefit from this n...
Published on Oct 16, 2016
Evren Bozgeyikli4
Estimated H-index: 4
(USF: University of South Florida),
Andrew Raij6
Estimated H-index: 6
(UCF: University of Central Florida)
+ 1 AuthorsRajiv V. Dubey23
Estimated H-index: 23
(USF: University of South Florida)
With the increasing popularity of virtual reality (VR) and new devices getting available with relatively lower costs, more and more video games have been developed recently. Most of these games use first person interaction techniques since it is more natural for Head Mounted Displays (HMDs). One of the most widely used interaction technique in VR video games is locomotion that is used to move user's viewpoint in virtual environments. Locomotion is an important component of video games since it c...
Published on Oct 16, 2016 in UIST (User Interface Software and Technology)
Nimesha Ranasinghe12
Estimated H-index: 12
(NUS: National University of Singapore),
Pravar Jain3
Estimated H-index: 3
(NUS: National University of Singapore)
+ 3 AuthorsEllen Yi-Luen Do24
Estimated H-index: 24
As Virtual Reality (VR) experiences become increasingly popular, simulating sensory perceptions of environmental conditions is essential for providing an immersive user experience. In this paper, we present Ambiotherm, a wearable accessory for existing Head Mounted Displays (HMD), which simulates real-world environmental conditions such as ambient temperatures and wind conditions. The system consists of a wearable accessory for the HMD and a mobile application, which generates interactive VR env...
Published on Sep 28, 2016
Luis Valente8
Estimated H-index: 8
,
Bruno Feijó14
Estimated H-index: 14
(PUC-Rio: Pontifical Catholic University of Rio de Janeiro)
+ 1 AuthorsEsteban Clua13
Estimated H-index: 13
Virtual reality has received a lot of attention lately due to a new wave of affordable HMD devices arriving in the consumer market. These new display devices – along with the availability of fast wireless networking, comprehensive wearable technologies, and robust context-aware devices – are enabling the emergence of a new type of mixed-reality system for games and digital entertainment. In this paper we name this new situation as “pervasive virtuality”, which we define as being a virtual enviro...
Published on Apr 1, 2016in Journal of Medical Systems 2.42
David Escobar-Castillejos2
Estimated H-index: 2
,
Julieta Noguez9
Estimated H-index: 9
+ 2 AuthorsBedrich Benes20
Estimated H-index: 20
(Purdue University)
Medical procedures often involve the use of the tactile sense to manipulate organs or tissues by using special tools. Doctors require extensive preparation in order to perform them successfully; for example, research shows that a minimum of 750 operations are needed to acquire sufficient experience to perform medical procedures correctly. Haptic devices have become an important training alternative and they have been considered to improve medical training because they let users interact with vir...
Published on Jan 1, 2016in Journal of Media Psychology
Tilo Hartmann19
Estimated H-index: 19
(UvA: University of Amsterdam),
Werner Wirth19
Estimated H-index: 19
(UZH: University of Zurich)
+ 9 AuthorsTimo Saari6
Estimated H-index: 6
(TUT: Tampere University of Technology)
The study of spatial presence is currently receiving increased attention in both media psychology and communication research. The present paper introduces the Spatial Presence Experience Scale (SPES), a short eight-item self-report measure. The SPES is derived from a process model of spatial presence (Wirth et al., 2007, Media Psychology, 9, 493–525), and assesses spatial presence as a two-dimensional construct that comprises a user’s self-location and perceived possible actions in a media envir...
Published on Apr 18, 2015 in CHI (Human Factors in Computing Systems)
Adalberto Lafcadio Simeone8
Estimated H-index: 8
(University of Portsmouth),
Eduardo Velloso15
Estimated H-index: 15
(Lancaster University),
Hans Gellersen49
Estimated H-index: 49
(Lancaster University)
Experiencing Virtual Reality in domestic and other uncontrolled settings is challenging due to the presence of physical objects and furniture that are not usually defined in the Virtual Environment. To address this challenge, we explore the concept of Substitutional Reality in the context of Virtual Reality: a class of Virtual Environments where every physical object surrounding a user is paired, with some degree of discrepancy, to a virtual counterpart. We present a model of potential substitut...
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