Due to the inherent shortcomings of the hardware,the immersion of visual interaction between the user and the virtual reality(VR)equipment is greatly reduced.In this paper,effects of eye-around vibration haptics on im...Due to the inherent shortcomings of the hardware,the immersion of visual interaction between the user and the virtual reality(VR)equipment is greatly reduced.In this paper,effects of eye-around vibration haptics on improving the VR immersion were studied.The vibration was generated by flexible vibrators whose performance was evaluated by a laser vibrometer.Fitting the vibrators on the human eye area at different positions and derived by different waveforms and frequencies of the input signal,the effects of vibration on the human vision and comfort of the users were verified.Then,with the selected input signals and fitting locations,different kinds of vibration were applied on the eye area cooperating with virtual reality images or videos to evaluate the changes of immersion.Research results provide references to the modeling of eye tactile feedback and the design of relevant tactile device in improving the VR immersion.展开更多
Virtual reality(VR)seems to have the potential to provide opportunities to promote physical activity(PA)in a fun way.This paper aimed to examine the acute effects of three different virtual reality-based exercise bike...Virtual reality(VR)seems to have the potential to provide opportunities to promote physical activity(PA)in a fun way.This paper aimed to examine the acute effects of three different virtual reality-based exercise bikes on young adults’blood pressure(BP)and feelings compared to a traditional exercise cycling session.Four exercise sessions(immersive VR cycling,two non-immersive VR cycling,and traditional cycling)were completed by 36 young adults(22 females;Mage=23.6 years).BP was measured immediately before and after each session using a BP cuff and exercise-induced feelings were assessed via an established survey immediately after each session.Parti-cipants’previous experience with VR was used as the covariate in the ANCOVA with repeated measures.Signif-icant main effects were observed across cycling sessions for systolic blood pressure[F(2,29)=3.04,p=0.02,(η^(2)=0.38)]and feelings[F(3,32)=7.74,p<0.01,η^(2)=.42].In particular,immersive VR and traditional cycling signif-icantly increased systolic blood pressure compared to the two non-immersive VR sessions.Moreover,immersive VR significantly increased feelings compared to the two non-immersive VR sessions,whereas these two non-immersive VR exercises had significantly greater increased feelings compared to traditional cycling,respectively.Findings suggest immersive VR-based exercise cycling may lead to higher exercise intensities compared to non-immersive VR cycling.Further,immersive VR cycling yielded higher feelings compared to non-immersive VR and traditional cycling.Thus,immersive VR-based exercise can be a fun and physically active health promotion tool among young adults.展开更多
基金Supported by Knowledge Innovation Program of Shenzhen City(JCYJ20170306141926192)Guiding Project of Industrial Technology Development and Application(2019H0004).
文摘Due to the inherent shortcomings of the hardware,the immersion of visual interaction between the user and the virtual reality(VR)equipment is greatly reduced.In this paper,effects of eye-around vibration haptics on improving the VR immersion were studied.The vibration was generated by flexible vibrators whose performance was evaluated by a laser vibrometer.Fitting the vibrators on the human eye area at different positions and derived by different waveforms and frequencies of the input signal,the effects of vibration on the human vision and comfort of the users were verified.Then,with the selected input signals and fitting locations,different kinds of vibration were applied on the eye area cooperating with virtual reality images or videos to evaluate the changes of immersion.Research results provide references to the modeling of eye tactile feedback and the design of relevant tactile device in improving the VR immersion.
文摘Virtual reality(VR)seems to have the potential to provide opportunities to promote physical activity(PA)in a fun way.This paper aimed to examine the acute effects of three different virtual reality-based exercise bikes on young adults’blood pressure(BP)and feelings compared to a traditional exercise cycling session.Four exercise sessions(immersive VR cycling,two non-immersive VR cycling,and traditional cycling)were completed by 36 young adults(22 females;Mage=23.6 years).BP was measured immediately before and after each session using a BP cuff and exercise-induced feelings were assessed via an established survey immediately after each session.Parti-cipants’previous experience with VR was used as the covariate in the ANCOVA with repeated measures.Signif-icant main effects were observed across cycling sessions for systolic blood pressure[F(2,29)=3.04,p=0.02,(η^(2)=0.38)]and feelings[F(3,32)=7.74,p<0.01,η^(2)=.42].In particular,immersive VR and traditional cycling signif-icantly increased systolic blood pressure compared to the two non-immersive VR sessions.Moreover,immersive VR significantly increased feelings compared to the two non-immersive VR sessions,whereas these two non-immersive VR exercises had significantly greater increased feelings compared to traditional cycling,respectively.Findings suggest immersive VR-based exercise cycling may lead to higher exercise intensities compared to non-immersive VR cycling.Further,immersive VR cycling yielded higher feelings compared to non-immersive VR and traditional cycling.Thus,immersive VR-based exercise can be a fun and physically active health promotion tool among young adults.