Enhancing Perception-Action Coordination via Visuo-Motor Re-calibration in Immersive Virtual Environments
The interaction with the IVE could be through an immersive self-avatar which is life-size digital representation of the user. In most VR applications, avatars are the digital representation of the users from either a third person or a first person perspective. A life size visual representation of the user from a first person perspective is knows as immersive self-avatar where the user's body is co-located with its virtual representation. Research has shown the presence of an avatar in the virtual environment affects how people perceive their environment. Recent perception research suggests the presence of an avatar influences the user's spatial perception in medium field in IVEs. However, there is little or no research on the visuo-motor calibration effects of immersive self-avatars on spatial judgments in interaction space in IVE. This study has four primary hypotheses. First, we predict that just the existing of the self-avatar will calibrate user's interaction space depth perception in an IVE. Therefore, participants spatial judgments will be improved after the calibration phase
regardless of the visual fidelity. Second, the immersive self-avatar visual fidelity has an impact on user's spatial judgments in an IVE. We expect to observe different levels of improvement based on the self-avatar details presented to the participants. Third, we predict that participants in high-fidelity self-avatar condition have a signicantly better spatial judgment as compared to medium and low-delity avatar conditions. Forth, we expect the adaptation happens fastest for high-fidelity avatar and slowest for low-delity avatar in calibration phase and reversion back to normal occurs fastest for low-delity avatar and slowest for high-delity avatar in posttest phase
regardless of the visual fidelity. Second, the immersive self-avatar visual fidelity has an impact on user's spatial judgments in an IVE. We expect to observe different levels of improvement based on the self-avatar details presented to the participants. Third, we predict that participants in high-fidelity self-avatar condition have a signicantly better spatial judgment as compared to medium and low-delity avatar conditions. Forth, we expect the adaptation happens fastest for high-fidelity avatar and slowest for low-delity avatar in calibration phase and reversion back to normal occurs fastest for low-delity avatar and slowest for high-delity avatar in posttest phase
Applied Perception Research in Virtual Reality
The Real and Virtual Reaching Distance Estimation Apparatus. Do distance estimates differ between real and virtual environments? The potential discrepancy between distance judgements is important towards validating various virtual reality applications and simulations, such as driving and flight simulations. In several experiments we hope to understand reaching distance estimation in real and virtual environments, and how distance judgements are affected by various factors such as visual fidelity, field of view, object location, viewing condition and measurement protocol. In an initial experiment, we investigate reaching distance judgements measured by action and verbal estimates in real and virtual environments.
Near Field Depth Estimation and Perceptual Calibration on Large Screen Stereoscopic Displays
Depth estimation is crucial in many aspects of our daily life; it provides us our effective interaction with our environment. In immersive virtual environments (IVE), distances are mostly underestimated compared to the real world. To overcome these underestimations some studies are examined the effect of calibration on distance estimates in an IVE. But providing such an apparatus to examine this phenomenon can be computationally expensive. Our desire to use other off the shelf display technologies that are easier to set up for virtual reality training experiences and could provide a similar test bed to head mounted based VR systems motivated us to study interaction space or near-field depth perception on these large screen stereoscopic displays. In an attempt to push the envelope of immersion even further, we attempted to evoke a psychological phenomenon called the Rubber Hand Illusion (RHI). It opens up the possibility that a virtual object (In this case a virtual arm) can be experienced as part of user’s body. In this study, this ownership illusion is used in sync with stereoscopic time-multiplexed 3D to investigate near field depth perception by using 3D TV.
Design of upper limb Rehabilitation robot
Design and Fabrication of 4 degree of freedom SCARA robot
<< Selected "HCI/UX Design" Related Projects >>
Redesign of the Clemson University's School of Computing Graduate Student Association (SoCGSA) Website
Clemson University's School of Computing Graduate Student Association (SoCGSA) is a graduate organization centered on building community, exchanging knowledge and being a resource for graduate students in the School of Computing (SOC). Students are informed of the activities of the association via the official SoCGSA website, flyers and mass emails. However, their existing website exhibited unstructured information and was not appealing to the users. The aim of this project was to redesign the SoCGSA's website to make it usable, likeable and useful to the users. The UX design principles were used to redesign the existing website. Our team first identified need statements using user interviews and usability evaluation of the current website. We then benchmarked the existing websites and created 4 personas (for 4 stakeholders) and 7 scenarios. We then developed how-fidelity prototypes (using paper) and medium-fidelity prototypes (using Balsamiq) to create different concepts for the SoCGSA's website. After the final concept was selected by the team, the website was developed using Weebly. At each stage of the development, the website was tested by the stakeholders using the think aloud and heuristic evaluations methods. The following books were used during the development and testing.
Helping Clemson Students Better Understand the Affordable Care Act
The Affordable Care Act (ACA) affects every college student’s minimum health insurance requirements, which is an important part of the college experience. However, many students are unaware of how it affects them. The aim of this project is to develop a product that will help the staff at Redfern Health Center to educate Clemson students in the new health insurance environment. The project was divided to four stages; i) identifying the top needs according to importance ratings from the customers and the client. ii) generating the target specifications based on the need statements that the final product's success will be measured against. iii) selecting the final design concept which was created by combining the best concepts from each of the three sub-problems (information vehicle, information presentation, and knowledge test.) The concept that was selected was to create a new website, add a link to it on the current RedFern website, and place QR codes around campus to draw attention to the website and help students find it more easily. vi) implementing and testing each iterations as recommended by the Ulrich & Eppinger [2011] textbook.
Good News Inc. App
Too often, the news, social media and other outlets filled with negative reports that affect not only those directly involved, but also those who read about them. There are not a lot of mechanisms that support the reporting of good events, random acts of kindness, or courageous behaviors. For this design challenge, we were asked to design a socio-technical system that supports the reporting and acknowledgement of the positive side of human behavior. One of the constraints was that the system must be actively engaging, a blog or other simple news reporting system was not sufficient. The project then started with interviewing potential stakeholders and brainstorming among team members. The team decided to create an app for its being highly practical for the purpose of this project. The low, medium and high fidelity prototypes were then tested and modified through several iterations which leaded us to the final app.
<< Selected "Virtual Reality" Related Projects >>
GoFishing - A HTC Vive Game
This is a fishing game that should be played on VR devices. We will use HTC Vive in this project. In this game, the player has to wear the VR HMD in order to see the scene so that the game can track the user’s head movement. The player must also use the wands in order to control the fishing rod and so that the game can track the player’s hand movements. Cameras placed at the borders of the space will track the player’s movement and allow him to navigate the game. The play space in the game is approximately the same scale as the real space.
In this game, there is a lake with a pier where the player can walk around and choose a place to angle, either from the pier or from the lake shore, and the HTC Vive system tracks player’s movement and moves the fisherman in the game accordingly. The player’s fishing equipment are attached to the wand which can react to the player’s action. For example, by doing the throw action holding the trigger, the bait will be thrown into the lake, and the player can start fishing or tug the rod. The player uses different types of equipment like the fishing rod to catch fish and the spear gun to shoot the monster and birds. The monster frightens away and sometimes eats the fish, so it prevents the fisherman from fishing. In order to defeat the monster, the player can use a spear gun to shoot or a net to freeze the monster for a few seconds. The caught fish can be sold, and the player can use the money to buy and develop his equipment.
In this game, there is a lake with a pier where the player can walk around and choose a place to angle, either from the pier or from the lake shore, and the HTC Vive system tracks player’s movement and moves the fisherman in the game accordingly. The player’s fishing equipment are attached to the wand which can react to the player’s action. For example, by doing the throw action holding the trigger, the bait will be thrown into the lake, and the player can start fishing or tug the rod. The player uses different types of equipment like the fishing rod to catch fish and the spear gun to shoot the monster and birds. The monster frightens away and sometimes eats the fish, so it prevents the fisherman from fishing. In order to defeat the monster, the player can use a spear gun to shoot or a net to freeze the monster for a few seconds. The caught fish can be sold, and the player can use the money to buy and develop his equipment.