Despite the extensive use of visual and audio feedback in Virtual Reality experiences, it is possible to acknowledge a still limited exploitation of haptic devices to recreate the sense of touch, especially at the consumer level. In order to support the high variety of haptic stimuli, commercial off-the-shelf devices may need to be used together, combining separate functionalities into a unique solution and compensating for possibly lacking features of more sophisticated equipment. The present paper moves from the results of a previous study, which analyzed the impact that two haptic setups built using consumer VR gloves and user-prepared props can have on immersive experiences encompassing an active electromechanical tool (precisely, a...
Increasing presence is one of the primary goals of virtual reality research. A crucial aspect is tha...
Increasing presence is one of the primary goals of virtual reality research. A crucial aspect is tha...
Current virtual reality (VR) technology is mainly based on visual and auditive modalities. Kinesthet...
Although technological advancements brought us increasingly realistic virtual experiences, Virtual R...
Immersion and presence are important aspects of virtual reality (VR). Efforts are therefore being ma...
In virtual environments, the user cannot touch or feel the virtual objects. A straightforward way to...
In virtual environments, the user cannot touch or feel the virtual objects. A straightforward way to...
Since the later 1990s research into Immersion, Presence and Interactivity in the context of digital ...
The use of haptic props in a virtual environment setting is purported to improve both user immersion...
Abstract — This paper presents a human-scale virtual environment (VE) with haptic feedback along wit...
Tactile sensation plays a crucial role in helping people intensely experience their surroundings in ...
In this study, a haptic device is proposed for virtual reality (VR) applications. The proposed hapti...
The last decade has seen exponential growth in the need for a deeper dive into virtual and augmente...
International audienceThis paper presents a human-scale virtual environment (VE) with haptic feedbac...
Increasing presence is one of the primary goals of virtual reality research. A crucial aspect is tha...
Increasing presence is one of the primary goals of virtual reality research. A crucial aspect is tha...
Increasing presence is one of the primary goals of virtual reality research. A crucial aspect is tha...
Current virtual reality (VR) technology is mainly based on visual and auditive modalities. Kinesthet...
Although technological advancements brought us increasingly realistic virtual experiences, Virtual R...
Immersion and presence are important aspects of virtual reality (VR). Efforts are therefore being ma...
In virtual environments, the user cannot touch or feel the virtual objects. A straightforward way to...
In virtual environments, the user cannot touch or feel the virtual objects. A straightforward way to...
Since the later 1990s research into Immersion, Presence and Interactivity in the context of digital ...
The use of haptic props in a virtual environment setting is purported to improve both user immersion...
Abstract — This paper presents a human-scale virtual environment (VE) with haptic feedback along wit...
Tactile sensation plays a crucial role in helping people intensely experience their surroundings in ...
In this study, a haptic device is proposed for virtual reality (VR) applications. The proposed hapti...
The last decade has seen exponential growth in the need for a deeper dive into virtual and augmente...
International audienceThis paper presents a human-scale virtual environment (VE) with haptic feedbac...
Increasing presence is one of the primary goals of virtual reality research. A crucial aspect is tha...
Increasing presence is one of the primary goals of virtual reality research. A crucial aspect is tha...
Increasing presence is one of the primary goals of virtual reality research. A crucial aspect is tha...
Current virtual reality (VR) technology is mainly based on visual and auditive modalities. Kinesthet...