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DC poleHodnotaJazyk
dc.contributor.authorLykke, Jesper Rask
dc.contributor.authorOlsen, August Birk
dc.contributor.authorBerman, Philip
dc.contributor.authorBærentzen, J. Andreas
dc.contributor.authorFrisvad, Jeppe Revall
dc.contributor.editorSkala, Václav
dc.date.accessioned2019-10-22T06:47:53Z
dc.date.available2019-10-22T06:47:53Z
dc.date.issued2019
dc.identifier.citationJournal of WSCG. 2019, vol. 27, no. 2, p. 131-140.en
dc.identifier.issn1213-6964 (on-line)
dc.identifier.issn1213-6972 (print)
dc.identifier.issn1213-6980 (CD-ROM)
dc.identifier.urihttp://hdl.handle.net/11025/35597
dc.format10 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencycs
dc.rights© Václav Skala - UNION Agencycs
dc.subjectvirtuální realitacs
dc.subjectvirtuální objektycs
dc.subjectsimulacecs
dc.subjectovladač virtuální realitycs
dc.titleAccounting for Object Weight in Interaction Design for Virtual Realityen
dc.typečlánekcs
dc.typearticleen
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.description.abstract-translatedInteraction design for virtual reality (VR) rarely takes the weight of an object – let alone its moment of inertia –into account. This clearly reduces user immersion and could lead to a break-in-presence. In this work, we propose methods for providing a higher fidelity in interactions with virtual objects. Specifically, we present different methods for picking up, handling, swinging, and throwing objects based on their weight, size, and affordances. We conduct user studies in order to gauge the differences in performance as well as sense of presence of the proposed techniques compared to conventional interaction techniques. While these methods all rely on the use of unmodified VR controllers, we also investigate the difference between using controllers to simulate a baseball bat and swinging a real baseball bat. Interestingly, we find that realism of the motions during interaction is not necessarily an important concern for all users. Our modified interaction techniques, however, have the ability to push user performance towards the slower motions that we observe when a real bat is used instead of a VR controller on its own.en
dc.subject.translatedvirtual realityen
dc.subject.translatedvirtual objectsen
dc.subject.translatedsimulationen
dc.subject.translatedvirtual reality controlleren
dc.identifier.doihttps://doi.org/10.24132/JWSCG.2019.27.2.6
dc.type.statusPeer-revieweden
Vyskytuje se v kolekcích:Volume 27, Number 2 (2019)

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