Numerous techniques have been proposed for locomotion in virtual reality (VR). Several taxonomies consider a large number of attributes (e.g., hardware, accessibility) to characterize these techniques. However, finding the appropriate locomotion …
The synthesis of realistic robot grasps in a simulated environment is pivotal in generating datasets that support sim-to-real transfer learning. In a step toward achieving this goal, we propose PrendoSim, an open-source grasp generator based on a …
Because the world is dynamic in nature, sensory predictions are invariably important to successful interaction with it. The current experiment examined the influence of dynamic frequency information on the associated perceptions of simple geometric …
In this work, we investigate the influence of different visualizations on a manipulation task in virtual reality (VR). Without the haptic feedback of the real world, grasping in VR might result in intersections with virtual objects. As people are …
The deployment of visual spatial attention can be significantly influenced in an exogenous, presumably bottom-up manner. Traditionally, spatial cueing paradigms have been utilized to come to such conclusions. Although these paradigms have primarily …
The goal of this work is to establish the range of visual-haptic asynchronies that go unnoticed when touching an object. To perform a psychophysical study, however, we would need asynchronous visual-haptic stimuli, but because the contact of the …
We present Tactile Echoes, a wearable system for augmenting tactile interactions with any object. This system senses vibrations in the fingertip that are produced by interactions of the finger with a touched object. It processes the vibration signals …
In this study, we examined the contributions of kinesthetic and skin stretch cues, in isolation and together, to the static perception of weight. In two psychophysical experiments, we asked participants either to detect on which hand a weight was …
Exposure to a particular sensory stimulation for a prolonged period of time often results in changes in the associated perception of subsequent stimulation. Such changes can take the form of decreases in sensitivity and/or aftereffects. Aftereffects …
Most commercial virtual reality applications with self avatars provideusers with a 'one-size fits all' avatar. While the height of this body may be scaled to the user's height, other body proportions, such as limb length and hand size, are rarely …