TY - GEN
T1 - Flotation simulation in a cable-driven virtual environment - A study with parasailing
AU - Kang, Hyeongyeop
AU - Lee, Geonsun
AU - Kwon, Seongsu
AU - Kwon, Ohung
AU - Kim, Seongpil
AU - Han, Junghyun
N1 - Funding Information:
This work was supported by the National Research Foundation of Korea (NRF) Grant funded by the Korea government (No. NRF-2016R1A2B3014319 and NRF-2017M3C4A7066316)
Publisher Copyright:
© 2018 Association for Computing Machinery.
PY - 2018/4/20
Y1 - 2018/4/20
N2 - This paper presents flotation simulation in a cable-driven virtual environment. For this, a virtual parasailing system was developed, where the visual stimulus was provided through a VR headset and the physical stimulus was given by wires. In order to prevent the user from moving out of the limited workspace of the cable-driven system, the visual acceleration was washout-filtered to produce the physical acceleration. In the parasailing trajectory, we focused on the stages of vertical acceleration/deceleration and conducted an experiment to identify how much gain can be applied to the visual acceleration, which makes the user feel the natural self-motion when integrated with the physical stimulus. Then, the results were tested using several types of full-course virtual parasailing. The results showed that fairly large differences between visual and physical stimuli would be accepted and different gains could be assigned depending on the user's altitudes.
AB - This paper presents flotation simulation in a cable-driven virtual environment. For this, a virtual parasailing system was developed, where the visual stimulus was provided through a VR headset and the physical stimulus was given by wires. In order to prevent the user from moving out of the limited workspace of the cable-driven system, the visual acceleration was washout-filtered to produce the physical acceleration. In the parasailing trajectory, we focused on the stages of vertical acceleration/deceleration and conducted an experiment to identify how much gain can be applied to the visual acceleration, which makes the user feel the natural self-motion when integrated with the physical stimulus. Then, the results were tested using several types of full-course virtual parasailing. The results showed that fairly large differences between visual and physical stimuli would be accepted and different gains could be assigned depending on the user's altitudes.
KW - Flotation simulation
KW - Flying sports
KW - Parasailing
KW - Virtual reality
KW - Visual gain
UR - http://www.scopus.com/inward/record.url?scp=85046943210&partnerID=8YFLogxK
U2 - 10.1145/3173574.3174206
DO - 10.1145/3173574.3174206
M3 - Conference contribution
AN - SCOPUS:85046943210
T3 - Conference on Human Factors in Computing Systems - Proceedings
BT - CHI 2018 - Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems
PB - Association for Computing Machinery
T2 - 2018 CHI Conference on Human Factors in Computing Systems, CHI 2018
Y2 - 21 April 2018 through 26 April 2018
ER -