Technological advancements and increased access have prompted the adoption of head- mounted display based virtual reality (VR) for neuroscientific research, manual skill training, and neurological rehabilitation. Applications that focus on manual interaction within the virtual environment (VE), especially haptic-free VR, critically depend on virtual hand-object collision detection. Knowledge about how multisensory integration related to hand-object collisions affects perception-action dynamics and reach-to-grasp coordination is needed to enhance the immersiveness of interactive VR. Here, we explored whether and to what extent sensory substitution for haptic feedback of hand-object collision (visual, audio, or audiovisual) and collider size ...
Natural and intuitive interaction in VR as grasping virtual objects, is still a significant challeng...
Precision tasks are a very important part of virtual reality (VR). There are a wide variety of scena...
Current virtual reality (VR) technology is mainly based on visual and auditive modalities. Kinesthet...
Technological advancements and increased access have prompted the adoption of head- mounted display ...
Virtual reality (VR) technology is being used with increasing frequency as a training medium for mot...
Virtual reality (VR) has been shown to have significant impacts on the efficacy of rehabilitation, i...
This work explores how the availability of visual and haptic feedback affects the kinematics of reac...
Virtual Reality (VR) has been shown to have significant impacts on the efficacy of rehabilitation, i...
Jeannerod (1981,1984) studied extensively the relationships between object size and grasping paramet...
This thesis aims to increase our knowledge about the planning and organization of aiming and prehens...
In virtual reality it is easy to control the visual cues that tell us about an object's shape. Howev...
Grasping is one of the fundamental actions we perform to interact with objects in real environments,...
Virtual grasping is one of the most common and important interactions performed in a Virtual Environ...
Previous research has revealed changes in the perception of objects due to changes of object-oriente...
We conducted two experiments to compare the visual frames of reference used to scale grasping moveme...
Natural and intuitive interaction in VR as grasping virtual objects, is still a significant challeng...
Precision tasks are a very important part of virtual reality (VR). There are a wide variety of scena...
Current virtual reality (VR) technology is mainly based on visual and auditive modalities. Kinesthet...
Technological advancements and increased access have prompted the adoption of head- mounted display ...
Virtual reality (VR) technology is being used with increasing frequency as a training medium for mot...
Virtual reality (VR) has been shown to have significant impacts on the efficacy of rehabilitation, i...
This work explores how the availability of visual and haptic feedback affects the kinematics of reac...
Virtual Reality (VR) has been shown to have significant impacts on the efficacy of rehabilitation, i...
Jeannerod (1981,1984) studied extensively the relationships between object size and grasping paramet...
This thesis aims to increase our knowledge about the planning and organization of aiming and prehens...
In virtual reality it is easy to control the visual cues that tell us about an object's shape. Howev...
Grasping is one of the fundamental actions we perform to interact with objects in real environments,...
Virtual grasping is one of the most common and important interactions performed in a Virtual Environ...
Previous research has revealed changes in the perception of objects due to changes of object-oriente...
We conducted two experiments to compare the visual frames of reference used to scale grasping moveme...
Natural and intuitive interaction in VR as grasping virtual objects, is still a significant challeng...
Precision tasks are a very important part of virtual reality (VR). There are a wide variety of scena...
Current virtual reality (VR) technology is mainly based on visual and auditive modalities. Kinesthet...