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In this study we describe a new approach to relate simulator sickness ratings with the main frequency component of the simulator motion mismatch, that is, the computed difference between the time histories of simulator motion and vehicle motion, respectively. During two driving simulator...
A new method for generating trails from a person's movement through a virtual environment (VE) is described. The method is entirely automatic (no user input is needed), and uses string-matching to identify similar sequences of movement and derive the person's primary trail. The method was...
This paper presents a novel haptic device providing both kinesthetic and cutaneous cues informative of shape geometry at the contact point. The system is composed of a supporting kinesthetic haptic interface and an innovative fingertip haptic display that can instantaneously orient a small plate...
Sympathovagal modulation during immersion in a virtual environment is an important influence on human performance of a task. The aim of this study is to investigate sympathovagal modulation using heart rate variability and perceived exertion during exercise in a virtual reality (VR) environment....
To be immersed in a virtual environment, the user must be presented with plausible sensory input including auditory cues. A virtual (three-dimensional) audio display aims to allow the user to perceive the position of a sound source at an arbitrary position in three-dimensional space despite the...
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