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Journal ArticleDOI

Effect of Visual Awareness of the Real Hand on User Performance in Partially Immersive Virtual Environments: Presence of Virtual Kinesthetic Conflict

TL;DR: To reduce VKC during scaled movements, tasks should be designed such that the visual awareness of the real hand is avoided.
Abstract: Considering 3D interactions in Virtual-Reality (VR), it is critical to study how visual awareness of real hands influences users scaled interaction performance in different VR environments. We used...
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Journal ArticleDOI
TL;DR: This final installment of the paper considers the case where the signals or the messages or both are continuously variable, in contrast with the discrete nature assumed until now.
Abstract: In this final installment of the paper we consider the case where the signals or the messages or both are continuously variable, in contrast with the discrete nature assumed until now. To a considerable extent the continuous case can be obtained through a limiting process from the discrete case by dividing the continuum of messages and signals into a large but finite number of small regions and calculating the various parameters involved on a discrete basis. As the size of the regions is decreased these parameters in general approach as limits the proper values for the continuous case. There are, however, a few new effects that appear and also a general change of emphasis in the direction of specialization of the general results to particular cases.

65,425 citations

Journal ArticleDOI
Ronald Azuma1
TL;DR: The characteristics of augmented reality systems are described, including a detailed discussion of the tradeoffs between optical and video blending approaches, and current efforts to overcome these problems are summarized.
Abstract: This paper surveys the field of augmented reality AR, in which 3D virtual objects are integrated into a 3D real environment in real time. It describes the medical, manufacturing, visualization, path planning, entertainment, and military applications that have been explored. This paper describes the characteristics of augmented reality systems, including a detailed discussion of the tradeoffs between optical and video blending approaches. Registration and sensing errors are two of the biggest problems in building effective augmented reality systems, so this paper summarizes current efforts to overcome these problems. Future directions and areas requiring further research are discussed. This survey provides a starting point for anyone interested in researching or using augmented reality.

8,053 citations

Journal ArticleDOI
TL;DR: The motor system in the present case is defined as including the visual and proprioceptive feedback loops that permit S to monitor his own activity, and the information capacity of the motor system is specified by its ability to produce consistently one class of movement from among several alternative movement classes.
Abstract: Information theory has recently been employed to specify more precisely than has hitherto been possible man's capacity in certain sensory, perceptual, and perceptual-motor functions (5, 10, 13, 15, 17, 18). The experiments reported in the present paper extend the theory to the human motor system. The applicability of only the basic concepts, amount of information, noise, channel capacity, and rate of information transmission, will be examined at this time. General familiarity with these concepts as formulated by recent writers (4, 11,20, 22) is assumed. Strictly speaking, we cannot study man's motor system at the behavioral level in isolation from its associated sensory mechanisms. We can only analyze the behavior of the entire receptor-neural-effector system. However, by asking 51 to make rapid and uniform responses that have been highly overlearned, and by holding all relevant stimulus conditions constant with the exception of those resulting from 5"s own movements, we can create an experimental situation in which it is reasonable to assume that performance is limited primarily by the capacity of the motor system. The motor system in the present case is defined as including the visual and proprioceptive feedback loops that permit S to monitor his own activity. The information capacity of the motor system is specified by its ability to produce consistently one class of movement from among several alternative movement classes. The greater the number of alternative classes, the greater is the information capacity of a particular type of response. Since measurable aspects of motor responses, such as their force, direction, and amplitude, are continuous variables, their information capacity is limited only by the amount of statistical variability, or noise, that is characteristic of repeated efforts to produce the same response. The information capacity of the motor Editor's Note. This article is a reprint of an original work published in 1954 in the Journal of Experimental Psychology, 47, 381391.

7,599 citations

Journal ArticleDOI
TL;DR: It is proposed that the degree of immersion can be objectively assessed as the characteristics of a technology, and has dimensions such as the extent to which a display system can deliver an inclusive, extensive, surrounding, and vivid illusion of virtual environment to a participant.
Abstract: This paper reviews the concepts of immersion and presence in virtual environments VEs. We propose that the degree of immersion can be objectively assessed as the characteristics of a technology, and has dimensions such as the extent to which a display system can deliver an inclusive, extensive, surrounding, and vivid illusion of virtual environment to a participant. Other dimensions of immersion are concerned with the extent of body matching, and the extent to which there is a self-contained plot in which the participant can act and in which there is an autonomous response. Presence is a state of consciousness that may be concomitant with immersion, and is related to a sense of being in a place. Presence governs aspects of autonomie responses and higher-level behaviors of a participant in a VE. The paper considers single and multiparticipant shared environments, and draws on the experience of ComputerSupported Cooperative Working CSCW research as a guide to understanding presence in shared environments. The paper finally outlines the aims of the FIVE Working Group, and the 1995 FIVE Conference in London, UK.

1,809 citations

Journal ArticleDOI
TL;DR: The present study provides a historical and theoretical context for the Fitts' law model, including an analysis of problems that have emerged through the systematic deviation of observations from predictions.
Abstract: According to Fitts' law, human movement can be modeled by analogy to the transmission of information. Fitts' popular model has been widely adopted in numerous research areas, including kinematics, human factors, and (recently) human-computer interaction (HCI). The present study provides a historical and theoretical context for the model, including an analysis of problems that have emerged through the systematic deviation of observations from predictions. Refinements to the model are described, including a formulation for the index of task difficulty that is claimed to be more theoretically sound than Fitts' original formulation. The model's utility in predicting the time to position a cursor and select a target is explored through a review of six Fitts' law studies employing devices such as the mouse, trackball, joystick, touchpad, helmet-mounted sight, and eye tracker. An analysis of the performance measures reveals tremendous inconsistencies, making across-study comparisons difficult. Sources of experimental variation are identified to reconcile these differences.

1,369 citations