Simulating self-motion II: A virtual reality tricycle

When simulating self-motion, virtual reality designers ignore non-visual cues at their peril. But providing non-visual cues presents significant challenges. One approach is to accompany visual displays with corresponding real physical motion to stimulate the non-visual, motion-detecting sensory syst...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:Virtual reality : the journal of the Virtual Reality Society 2002-09, Vol.6 (2), p.86-95
Hauptverfasser: ALLISON, R. S, HARRIS, L. R, ZACHER, J, ZIKOVITZ, D, HOGUE, A. R, JASIOBEDZAK, U. T, JENKIN, H. L, JENKIN, M. R, JAEKL, P, LAURENCE, J. R, PENTILE, G, REDLICK, F
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page 95
container_issue 2
container_start_page 86
container_title Virtual reality : the journal of the Virtual Reality Society
container_volume 6
creator ALLISON, R. S
HARRIS, L. R
ZACHER, J
ZIKOVITZ, D
HOGUE, A. R
JASIOBEDZAK, U. T
JENKIN, H. L
JENKIN, M. R
JAEKL, P
LAURENCE, J. R
PENTILE, G
REDLICK, F
description When simulating self-motion, virtual reality designers ignore non-visual cues at their peril. But providing non-visual cues presents significant challenges. One approach is to accompany visual displays with corresponding real physical motion to stimulate the non-visual, motion-detecting sensory systems in a natural way. However, allowing real movement requires real space. Technologies such as Head Mounted Displays (HMDs) and CAVEs can be used to provide large immersive visual displays within small physical spaces. It is difficult, however, to provide virtual environments that are as large physically as they are visually. A fundamental problem is that tracking technologies that work well in a small, enclosed environment do not function well over longer distances. Here we describe Trike - a 'rideable' computer system that can be used to present large virtual spaces both visually and physically, and thus provide appropriately matched stimulation to both visual and non-visual sensory systems. [PUBLICATION ABSTRACT]
doi_str_mv 10.1007/s100550200009
format Article
fullrecord <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_journals_223131448</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>710482951</sourcerecordid><originalsourceid>FETCH-LOGICAL-c209t-bc2882f87c1f3075396e8b7b595a3dbda27165c803464177876e8000328322753</originalsourceid><addsrcrecordid>eNpVkE1LAzEQhoMoWKtH74vgMTr5ahJvpVhdKHhQz0s2zUpKuluTrNB_b0oL4hxmBuaZd4YXoVsCDwRAPqaShQAKJfQZmhDOONZayPPSM6ExZ0xdoquUNgCMcsUnSLz77RhM9v1XlVzo8HbIfuirun6q5tWPj3k0oYrOBJ_3VY7e7m1w1-iiMyG5m1Odos_l88fiFa_eXurFfIUtBZ1xa6lStFPSko6BFEzPnGplK7QwbN2uDZVkJqwCxmecSKlkmcPhN8UoLfwU3R11d3H4Hl3KzWYYY19ONpQywgjnqkD4CNk4pBRd1-yi35q4bwg0B2Oaf8YU_v4kapI1oYumtz79LXEgkktgv_LfXus</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>223131448</pqid></control><display><type>article</type><title>Simulating self-motion II: A virtual reality tricycle</title><source>SpringerLink Journals</source><creator>ALLISON, R. S ; HARRIS, L. R ; ZACHER, J ; ZIKOVITZ, D ; HOGUE, A. R ; JASIOBEDZAK, U. T ; JENKIN, H. L ; JENKIN, M. R ; JAEKL, P ; LAURENCE, J. R ; PENTILE, G ; REDLICK, F</creator><creatorcontrib>ALLISON, R. S ; HARRIS, L. R ; ZACHER, J ; ZIKOVITZ, D ; HOGUE, A. R ; JASIOBEDZAK, U. T ; JENKIN, H. L ; JENKIN, M. R ; JAEKL, P ; LAURENCE, J. R ; PENTILE, G ; REDLICK, F</creatorcontrib><description>When simulating self-motion, virtual reality designers ignore non-visual cues at their peril. But providing non-visual cues presents significant challenges. One approach is to accompany visual displays with corresponding real physical motion to stimulate the non-visual, motion-detecting sensory systems in a natural way. However, allowing real movement requires real space. Technologies such as Head Mounted Displays (HMDs) and CAVEs can be used to provide large immersive visual displays within small physical spaces. It is difficult, however, to provide virtual environments that are as large physically as they are visually. A fundamental problem is that tracking technologies that work well in a small, enclosed environment do not function well over longer distances. Here we describe Trike - a 'rideable' computer system that can be used to present large virtual spaces both visually and physically, and thus provide appropriately matched stimulation to both visual and non-visual sensory systems. [PUBLICATION ABSTRACT]</description><identifier>ISSN: 1359-4338</identifier><identifier>EISSN: 1434-9957</identifier><identifier>DOI: 10.1007/s100550200009</identifier><language>eng</language><publisher>London: Springer</publisher><subject>Applied sciences ; Computer aided design ; Computer science; control theory; systems ; Design ; Exact sciences and technology ; Motion detectors ; Simulation ; Software ; Virtual reality</subject><ispartof>Virtual reality : the journal of the Virtual Reality Society, 2002-09, Vol.6 (2), p.86-95</ispartof><rights>2003 INIST-CNRS</rights><rights>Copyright Springer-Verlag 2002</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c209t-bc2882f87c1f3075396e8b7b595a3dbda27165c803464177876e8000328322753</citedby></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,777,781,27905,27906</link.rule.ids><backlink>$$Uhttp://pascal-francis.inist.fr/vibad/index.php?action=getRecordDetail&amp;idt=14017470$$DView record in Pascal Francis$$Hfree_for_read</backlink></links><search><creatorcontrib>ALLISON, R. S</creatorcontrib><creatorcontrib>HARRIS, L. R</creatorcontrib><creatorcontrib>ZACHER, J</creatorcontrib><creatorcontrib>ZIKOVITZ, D</creatorcontrib><creatorcontrib>HOGUE, A. R</creatorcontrib><creatorcontrib>JASIOBEDZAK, U. T</creatorcontrib><creatorcontrib>JENKIN, H. L</creatorcontrib><creatorcontrib>JENKIN, M. R</creatorcontrib><creatorcontrib>JAEKL, P</creatorcontrib><creatorcontrib>LAURENCE, J. R</creatorcontrib><creatorcontrib>PENTILE, G</creatorcontrib><creatorcontrib>REDLICK, F</creatorcontrib><title>Simulating self-motion II: A virtual reality tricycle</title><title>Virtual reality : the journal of the Virtual Reality Society</title><description>When simulating self-motion, virtual reality designers ignore non-visual cues at their peril. But providing non-visual cues presents significant challenges. One approach is to accompany visual displays with corresponding real physical motion to stimulate the non-visual, motion-detecting sensory systems in a natural way. However, allowing real movement requires real space. Technologies such as Head Mounted Displays (HMDs) and CAVEs can be used to provide large immersive visual displays within small physical spaces. It is difficult, however, to provide virtual environments that are as large physically as they are visually. A fundamental problem is that tracking technologies that work well in a small, enclosed environment do not function well over longer distances. Here we describe Trike - a 'rideable' computer system that can be used to present large virtual spaces both visually and physically, and thus provide appropriately matched stimulation to both visual and non-visual sensory systems. [PUBLICATION ABSTRACT]</description><subject>Applied sciences</subject><subject>Computer aided design</subject><subject>Computer science; control theory; systems</subject><subject>Design</subject><subject>Exact sciences and technology</subject><subject>Motion detectors</subject><subject>Simulation</subject><subject>Software</subject><subject>Virtual reality</subject><issn>1359-4338</issn><issn>1434-9957</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2002</creationdate><recordtype>article</recordtype><sourceid>8G5</sourceid><sourceid>ABUWG</sourceid><sourceid>AFKRA</sourceid><sourceid>AZQEC</sourceid><sourceid>BENPR</sourceid><sourceid>CCPQU</sourceid><sourceid>DWQXO</sourceid><sourceid>GNUQQ</sourceid><sourceid>GUQSH</sourceid><sourceid>M2O</sourceid><recordid>eNpVkE1LAzEQhoMoWKtH74vgMTr5ahJvpVhdKHhQz0s2zUpKuluTrNB_b0oL4hxmBuaZd4YXoVsCDwRAPqaShQAKJfQZmhDOONZayPPSM6ExZ0xdoquUNgCMcsUnSLz77RhM9v1XlVzo8HbIfuirun6q5tWPj3k0oYrOBJ_3VY7e7m1w1-iiMyG5m1Odos_l88fiFa_eXurFfIUtBZ1xa6lStFPSko6BFEzPnGplK7QwbN2uDZVkJqwCxmecSKlkmcPhN8UoLfwU3R11d3H4Hl3KzWYYY19ONpQywgjnqkD4CNk4pBRd1-yi35q4bwg0B2Oaf8YU_v4kapI1oYumtz79LXEgkktgv_LfXus</recordid><startdate>20020901</startdate><enddate>20020901</enddate><creator>ALLISON, R. S</creator><creator>HARRIS, L. R</creator><creator>ZACHER, J</creator><creator>ZIKOVITZ, D</creator><creator>HOGUE, A. R</creator><creator>JASIOBEDZAK, U. T</creator><creator>JENKIN, H. L</creator><creator>JENKIN, M. R</creator><creator>JAEKL, P</creator><creator>LAURENCE, J. R</creator><creator>PENTILE, G</creator><creator>REDLICK, F</creator><general>Springer</general><general>Springer Nature B.V</general><scope>IQODW</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>3V.</scope><scope>7SC</scope><scope>7XB</scope><scope>8AL</scope><scope>8FD</scope><scope>8FE</scope><scope>8FG</scope><scope>8FK</scope><scope>8G5</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>ARAPS</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>BGLVJ</scope><scope>CCPQU</scope><scope>DWQXO</scope><scope>GNUQQ</scope><scope>GUQSH</scope><scope>HCIFZ</scope><scope>JQ2</scope><scope>K7-</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope><scope>M0N</scope><scope>M2O</scope><scope>MBDVC</scope><scope>P5Z</scope><scope>P62</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope><scope>Q9U</scope></search><sort><creationdate>20020901</creationdate><title>Simulating self-motion II: A virtual reality tricycle</title><author>ALLISON, R. S ; HARRIS, L. R ; ZACHER, J ; ZIKOVITZ, D ; HOGUE, A. R ; JASIOBEDZAK, U. T ; JENKIN, H. L ; JENKIN, M. R ; JAEKL, P ; LAURENCE, J. R ; PENTILE, G ; REDLICK, F</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c209t-bc2882f87c1f3075396e8b7b595a3dbda27165c803464177876e8000328322753</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2002</creationdate><topic>Applied sciences</topic><topic>Computer aided design</topic><topic>Computer science; control theory; systems</topic><topic>Design</topic><topic>Exact sciences and technology</topic><topic>Motion detectors</topic><topic>Simulation</topic><topic>Software</topic><topic>Virtual reality</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>ALLISON, R. S</creatorcontrib><creatorcontrib>HARRIS, L. R</creatorcontrib><creatorcontrib>ZACHER, J</creatorcontrib><creatorcontrib>ZIKOVITZ, D</creatorcontrib><creatorcontrib>HOGUE, A. R</creatorcontrib><creatorcontrib>JASIOBEDZAK, U. T</creatorcontrib><creatorcontrib>JENKIN, H. L</creatorcontrib><creatorcontrib>JENKIN, M. R</creatorcontrib><creatorcontrib>JAEKL, P</creatorcontrib><creatorcontrib>LAURENCE, J. R</creatorcontrib><creatorcontrib>PENTILE, G</creatorcontrib><creatorcontrib>REDLICK, F</creatorcontrib><collection>Pascal-Francis</collection><collection>CrossRef</collection><collection>ProQuest Central (Corporate)</collection><collection>Computer and Information Systems Abstracts</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>Computing Database (Alumni Edition)</collection><collection>Technology Research Database</collection><collection>ProQuest SciTech Collection</collection><collection>ProQuest Technology Collection</collection><collection>ProQuest Central (Alumni) (purchase pre-March 2016)</collection><collection>Research Library (Alumni Edition)</collection><collection>ProQuest Central (Alumni Edition)</collection><collection>ProQuest Central UK/Ireland</collection><collection>Advanced Technologies &amp; Aerospace Collection</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>Technology Collection</collection><collection>ProQuest One Community College</collection><collection>ProQuest Central Korea</collection><collection>ProQuest Central Student</collection><collection>Research Library Prep</collection><collection>SciTech Premium Collection</collection><collection>ProQuest Computer Science Collection</collection><collection>Computer Science Database</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts – Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><collection>Computing Database</collection><collection>Research Library</collection><collection>Research Library (Corporate)</collection><collection>Advanced Technologies &amp; Aerospace Database</collection><collection>ProQuest Advanced Technologies &amp; Aerospace Collection</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central China</collection><collection>ProQuest Central Basic</collection><jtitle>Virtual reality : the journal of the Virtual Reality Society</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>ALLISON, R. S</au><au>HARRIS, L. R</au><au>ZACHER, J</au><au>ZIKOVITZ, D</au><au>HOGUE, A. R</au><au>JASIOBEDZAK, U. T</au><au>JENKIN, H. L</au><au>JENKIN, M. R</au><au>JAEKL, P</au><au>LAURENCE, J. R</au><au>PENTILE, G</au><au>REDLICK, F</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Simulating self-motion II: A virtual reality tricycle</atitle><jtitle>Virtual reality : the journal of the Virtual Reality Society</jtitle><date>2002-09-01</date><risdate>2002</risdate><volume>6</volume><issue>2</issue><spage>86</spage><epage>95</epage><pages>86-95</pages><issn>1359-4338</issn><eissn>1434-9957</eissn><abstract>When simulating self-motion, virtual reality designers ignore non-visual cues at their peril. But providing non-visual cues presents significant challenges. One approach is to accompany visual displays with corresponding real physical motion to stimulate the non-visual, motion-detecting sensory systems in a natural way. However, allowing real movement requires real space. Technologies such as Head Mounted Displays (HMDs) and CAVEs can be used to provide large immersive visual displays within small physical spaces. It is difficult, however, to provide virtual environments that are as large physically as they are visually. A fundamental problem is that tracking technologies that work well in a small, enclosed environment do not function well over longer distances. Here we describe Trike - a 'rideable' computer system that can be used to present large virtual spaces both visually and physically, and thus provide appropriately matched stimulation to both visual and non-visual sensory systems. [PUBLICATION ABSTRACT]</abstract><cop>London</cop><pub>Springer</pub><doi>10.1007/s100550200009</doi><tpages>10</tpages></addata></record>
fulltext fulltext
identifier ISSN: 1359-4338
ispartof Virtual reality : the journal of the Virtual Reality Society, 2002-09, Vol.6 (2), p.86-95
issn 1359-4338
1434-9957
language eng
recordid cdi_proquest_journals_223131448
source SpringerLink Journals
subjects Applied sciences
Computer aided design
Computer science
control theory
systems
Design
Exact sciences and technology
Motion detectors
Simulation
Software
Virtual reality
title Simulating self-motion II: A virtual reality tricycle
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-19T06%3A06%3A17IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Simulating%20self-motion%20II:%20A%20virtual%20reality%20tricycle&rft.jtitle=Virtual%20reality%20:%20the%20journal%20of%20the%20Virtual%20Reality%20Society&rft.au=ALLISON,%20R.%20S&rft.date=2002-09-01&rft.volume=6&rft.issue=2&rft.spage=86&rft.epage=95&rft.pages=86-95&rft.issn=1359-4338&rft.eissn=1434-9957&rft_id=info:doi/10.1007/s100550200009&rft_dat=%3Cproquest_cross%3E710482951%3C/proquest_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=223131448&rft_id=info:pmid/&rfr_iscdi=true