Academic literature on the topic 'Virtual joystick'

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Journal articles on the topic "Virtual joystick"

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Byagowi, Ahmad, Danyal Mohaddes, and Zahra Moussavi. "Design and Application of a Novel Virtual Reality Navigational Technology (VRNChair)." Journal of Experimental Neuroscience 8 (January 2014): JEN.S13448. http://dx.doi.org/10.4137/jen.s13448.

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This paper presents a novel virtual reality navigation (VRN) input device, called the VRNChair, offering an intuitive and natural way to interact with virtual reality (VR) environments. Traditionally, VR navigation tests are performed using stationary input devices such as keyboards or joysticks. However, in case of immersive VR environment experiments, such as our recent VRN assessment, the user may feel kinetosis (motion sickness) as a result of the disagreement between vestibular response and the optical flow. In addition, experience in using a joystick or any of the existing computer input devices may cause a bias in the accuracy of participant performance in VR environment experiments. Therefore, we have designed a VR navigational environment that is operated using a wheelchair (VRNChair). The VRNChair translates the movement of a manual wheelchair to feed any VR environment. We evaluated the VRNChair by testing on 34 young individuals in two groups performing the same navigational task with either the VRNChair or a joystick; also one older individual (55 years) performed the same experiment with both a joystick and the VRNChair. The results indicate that the VRNChair does not change the accuracy of the performance; thus removing the plausible bias of having experience using a joystick. More importantly, it significantly reduces the effect of kinetosis. While we developed VRNChair for our spatial cognition study, its application can be in many other studies involving neuroscience, neurorehabilitation, physiotherapy, and/or simply the gaming industry.
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Bachman, Paweł, and Andrzej Milecki. "Investigation of Electrohydraulic Drive Control System with the Haptic Joystick." Acta Mechanica et Automatica 12, no. 1 (March 1, 2018): 5–10. http://dx.doi.org/10.2478/ama-2018-0001.

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AbstractThe term haptic is used to indicate the presence of force feedback from the manipulated object to the operator. One of the most commonly used haptic devices are joysticks. Such joysticks can be successfully applied also in communication with drive system, giving the human operator a feel of the output force. In the paper one axis joystick with force feedback used to control the electrohydraulic drive is proposed. In this joystick, a controlled brake with magnetorheological fluid and a small DC motor are applied. A beam with a strain gauge is used in a joystick arm, enabling the measurement of the force. In the joystick axis also a potentiometer is assembled, which measured the current arm position. In order to develop the control algorithms an electrohydraulic drive simulation and virtual model is worked out and then a haptic joystick is connected to it. The simulation results that have been obtained, enabled to design and test impedance and admittance control strategies for the system composed of haptic joystick and a real electrohydraulic drive. Finally the whole system is built, implemented and investigated in a laboratory environment. Investigations are conducted in conditions similar to real ones, in a situation where hydraulic piston touches an obstacle and the operator cannot observe this piston very accurately. Fifteen operators have been tested this way. The outcomes indicate that haptic control can improve the human feeling of forces between electrohydraulic drive and an obstacle and, thanks to this, the manual control is more accurate and safer.
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Thrash, Tyler, Mubbasir Kapadia, Mehdi Moussaid, Christophe Wilhelm, Dirk Helbing, Robert W. Sumner, and Christoph Hölscher. "Evaluation of Control Interfaces for Desktop Virtual Environments." Presence: Teleoperators and Virtual Environments 24, no. 4 (November 1, 2015): 322–34. http://dx.doi.org/10.1162/pres_a_00237.

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Tracking and analyzing the movement trajectories of individuals and groups is an important problem with applications in crowd management and the development of transportation systems. However, real-world tracking is limited due to the size of the trackable area and the precision with which a person can be tracked. Experiments in virtual environments have many advantages, including practically unlimited sizes and the precise measurement of spatial behavior. However, the generalizability of research using virtual environments to real-world scenarios is often limited by the translation of participants’ movements to those of their avatars. We compared human movement patterns in virtual environments with different control interfaces: a handheld joystick, a mouse-and-keyboard setup, and a keyboard-only setup. With each of these controls, participants completed several movement-related tasks of varying difficulty in a limited amount of time. Questionnaires indicated that participants preferred the mouse-and-keyboard setup over the other two setups. Standard performance measures suggested that the joystick underperformed in a variety of tasks. Movement trajectories in the final task indicated that each of the control setups produced somewhat realistic behavior, despite some apparent differences from real-world trajectories. Overall, the results indicated that, given limited resources, mouse-and-keyboard setups consistently outperform joysticks and produce realistic movement patterns.
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Snyder, Natalie, and Michael Cinelli. "Sensory conflict alters visual perception of action capabilities during crossing of a closing gap in virtual reality." Quarterly Journal of Experimental Psychology 73, no. 12 (July 25, 2020): 2309–16. http://dx.doi.org/10.1177/1747021820942212.

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The somatosensory, vestibular, and visual systems contribute to multisensory integration, which facilitates locomotion around obstacles in the environment. The joystick-controlled virtual reality (VR) locomotion interface does not preserve congruent sensory input like real-walking, yet is commonly used in human behaviour research. Our purpose was to determine if collision avoidance behaviours were affected during an aperture crossing task when somatosensory and vestibular input were incongruent, and only vision was accurate. Participants included 36 young adults who completed a closing gap aperture crossing task in VR using real-walking and joystick-controlled locomotion. Participants successfully completed the task using both interfaces. Switch point between passable and impassable apertures was larger for joystick-controlled locomotion compared with real-walking, but time-to-contact (TTC) was lower for real-walking than joystick-controlled locomotion. Increased joystick-controlled locomotion switch point may be attributed to incongruency between visual and non-visual information, causing underestimation of distance travelled towards the aperture. Performance on future VR applications incorporating dynamically changing gaps can be considered successful using joystick-controlled locomotion, while taking into account a potential behaviour difference. Differences in TTC may be explained by the requirement of gait termination in real-walking but not in joystick-controlled locomotion. Future VR studies would benefit from programming acceleration and deceleration into joystick-controlled locomotion interfaces.
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Hsu, C.-F., C.-T. Lin, T.-Y. Huang, and K.-Y. Young. "Development of multipurpose virtual-reality dynamic simulator with a force-reflection joystick." Proceedings of the Institution of Mechanical Engineers, Part I: Journal of Systems and Control Engineering 219, no. 2 (March 1, 2005): 187–95. http://dx.doi.org/10.1243/095965105x9452.

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The objective of this paper is to develop a multipurpose virtual-reality (VR) dynamic simulation system to meet the requirements of public security in the training of human operators. In this way, the operator can feel that he or she is controlling a real machine or vehicle to achieve the objective of real training. The developed VR dynamical simulation system in this paper mainly consists of three elements: a six-degree-of-freedom motion platform (Stewart platform), a force-reflection joystick, and an interactive VR scene. In the developed VR dynamic simulation system, the operator could sit on a Stewart platform to feel the velocity and orientation of motion, and could handle a force-reflection joystick to transfer the commands to the VR scene. Then, the operator will receive the force feedback from the Stewart platform and the joystick. Finally, a flight simulation scene is applied to illustrate the effectiveness of the developed VR dynamical simulation system. Experimental results demonstrate that the evaluation of the VR dynamical simulation system is comparatively good.
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Head, M. J., C. A. Nelson, and K. C. Siu. "Multi-degree of freedom joystick for virtual reality simulation." Journal of Medical Engineering & Technology 37, no. 8 (September 30, 2013): 475–83. http://dx.doi.org/10.3109/03091902.2013.831492.

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Kim, Si Wan, Hyun Yi Yi, Gun Il Ma, and Jeong Hyun Yi. "Shoulder-Surfing Resistant Smartphone Authentication Scheme Using Virtual Joystick." Applied Mechanics and Materials 284-287 (January 2013): 3497–501. http://dx.doi.org/10.4028/www.scientific.net/amm.284-287.3497.

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User authentication techniques such as the setting of passwords are gradually gaining importance as a means of managing important information stored in smartphones. Existing text–based password authentication schemes have the advantages of being quick and easy to use. However, they are problematic in that passwords are easily exposed to shoulder-surfing attack. In addition, a graphical password authentication scheme has the limitation of being difficult to apply to mobile device environments, in which a lot of information must be remembered and small-sized screens are provided. Therefore, in this paper, we propose a new hybrid password authentication scheme using a pocket billiard and a virtual joystick, which is secure against shoulder-surfing, brute force attack, and smudge attack and has excellent usability.
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Bachman, P., and A. Milecki. "MR haptic joystick in control of virtual servo drive." Journal of Physics: Conference Series 149 (February 1, 2009): 012034. http://dx.doi.org/10.1088/1742-6596/149/1/012034.

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Peterson, Barry, Maxwell Wells, Thomas A. Furness, and Earl Hunt. "The Effects of the Interface on Navigation in Virtual Environments." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 42, no. 21 (October 1998): 1496–500. http://dx.doi.org/10.1177/154193129804202107.

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Thirty participants explored two virtual mazes. Half of the participants used a hand-controller (joystick); the other half used the Virtual Motion Controller (VMC), a body-controller interface. Maneuvering performance, as measured by the precision with which subjects followed a marked route, was slightly better with the joystick. Route learning, as measured by the subjects' ability to replicate the route, was the same for both devices. Survey knowledge, or the ability to form a mental map of the space and to use it to find alternative routes was significantly better with the VMC. This enhancement in performance was conditional on maze difficulty. The more difficult the maze the greater was the performance benefit of using the VMC. The experiment provided evidence that an interface that uses the body may enhance certain components of navigation in virtual environments.
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KEERIO, MUHAMMAD USMAN, and YUEPIN LU. "VISUAL ENVIRONMENT AND JOYSTICK BASED CONTROL FOR HUMANOID TELEOPERATION." International Journal of Information Acquisition 06, no. 02 (June 2009): 91–97. http://dx.doi.org/10.1142/s0219878909001874.

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In the case of dark/bad light environments cameras cannot shoot images clearly for the operator to complete the task. Also, video information from camera or robot vision is not enough for some typical applications like telesurgery to pick up an object. In this paper a novel controlling approach for humanoid teleoperation using virtual reality is presented, such that the robot can work safely and accurately in such circumstances. In this regard the work has been enhanced by developing the virtual/visual environment using joystick control interface for controlling Humanoid BHR-2 motion to complete a task safely and accurately. Software Maya is chosen for this work, which can perform all the vision-related calculations. Experiments are conducted using joystick control commands where the operator controls BHR-2 walking motion while looking at virtual scene on his computer to confirm the effectiveness of novel control technique.
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Dissertations / Theses on the topic "Virtual joystick"

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Granlund, Tomas, and Gustafsson Marcus Karåker. "How the choice of virtual joystick affects usability in mobile fighting games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18696.

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As the mobile games market keeps growing, game interfaces for mobile games also warrant further development. One area that especially has room for improvement is the touchscreen joystick. This dissertation focuses on the differences in usability for different touchscreen joysticks. A mobile fighting game prototype was developed for this purpose, and a user study was conducted in order to evaluate the difference in usability between two joysticks. Data was gathered and demonstrated, and an analysis of the logged data was conducted, showing no significant difference between the two joysticks. The authors hope that the comparison methodology and measurements demonstrated may be used as a benchmark and framework for future research in mobile joysticks.
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Ching-Han, Lin, and 林敬涵. "Study on the integration of force feedback joystick and virtual reality." Thesis, 1999. http://ndltd.ncl.edu.tw/handle/01853988124485718166.

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碩士
國立臺灣大學
造船及海洋工程學研究所
87
Virtual Reality (VR) offers a natural interaction between users and machines. In recently it is a trend that we use VR to instead of real training. Besides the vision and sound, if VR can give us the feeling of touch, it will be a more successful system. Presently the 3D-vision and 3-D sound have been well researched, but the part about haptic is less discussed. In order to construct a complete VR system, We try to design a hydraulic force-feedback joystick. The aim of this research is to integrate 3-D vision and force feedback, and offer users an environment of Virtual Reality. Then we use the impedance control theorem and numerical method to design a controller for the control of joystick. And we will apply this device in the Flight Simulation to simulate the force feedback of the joystick. So people can interact with the virtual world that is similar to the true world.
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Lien, Wen-Hsien, and 連文賢. "Virtual Reality Dynamical Simulation System : Development and Experiments of the Force Feedback Joystick." Thesis, 2001. http://ndltd.ncl.edu.tw/handle/37423480838660049908.

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碩士
國立交通大學
電機與控制工程系
89
Force feedback joysticks are generally used in high-end amusement and virtual reality systems. In this thesis, we develop a force feedback joystick system that can be used in a virtual reality dynamical simulation system. The characteristics of the developed force feedback joystick are high accuracy, high moment, and high bandwidth. We describe the force feedback joystick system in detail from hardware design, control strategy, simulator structure, to experiments and applications. In the experiments, we evaluate the effects of the haptic, visual, and audition feedbacks in a dynamic simulation system. We also analyze how the frequency affects the performance of the force feedback joystick. The experiment results demonstrate that the developed joystick can provide the user with realistic haptic feeling and performs well in the virtual reality dynamical simulation system.
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Wu, Dau-Yueh, and 吳道岳. "Modeling and Analysis of Virtual Manipulator based on a 2-DOF Force-Reflection Joystick." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/93486892666498750681.

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碩士
國立交通大學
電機與控制工程系
91
Virtual Reality is a system which allows the user to interact with the virtual environment through multiple sensorial channels. Among these sensorial channels, the haptic interface possesses more ability to interact mutually with the virtual environment. It can not only accept the simulation information from the virtual environment but can also manipulate it. Therefore this system can be applied in stimulating various kinds of mechanical manipulators, achieving exercise operation or remote-controlled operation, and also provides advantages of safe and economical. Though the manipulating methods and feelings differ from each other for manipulators, we can construct those desired components arbitrarily by designing basic physical units. In this way, we have a very flexible manipulator stimulation system. In this thesis, we will first demonstrate all the formulas of various basic units. Next, we will discuss and analyze accuracy and stability of the simulation system and apply the simulation rules to 2-DOF force reflection joystick so as to realize the simulation control of various basic physical units. At last, with the combination of basic physical units, we will demonstrate a simulated example of a manipulator that is applied to a vehicle’s manual gearshift.
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Book chapters on the topic "Virtual joystick"

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Lee, Suwon, and Yong-Ho Seo. "Vision-Based Virtual Joystick Interface." In Computational Science/Intelligence and Applied Informatics, 65–78. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-25225-0_5.

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Khaled, Nassim. "Car Animation with Joystick Control." In Virtual Reality and Animation for MATLAB® and Simulink® Users, 49–74. London: Springer London, 2011. http://dx.doi.org/10.1007/978-1-4471-2330-9_6.

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Khaled, Nassim. "Car Animation with Joystick Control for Simulink® Users." In Virtual Reality and Animation for MATLAB® and Simulink® Users, 141–60. London: Springer London, 2011. http://dx.doi.org/10.1007/978-1-4471-2330-9_11.

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Hernandez-Ossa, K. A., E. H. Montenegro-Couto, B. Longo, A. Frizera-Neto, and T. Bastos-Filho. "Virtual Reality Simulator for Electric Powered Wheelchairs Using a Joystick." In XXVI Brazilian Congress on Biomedical Engineering, 729–36. Singapore: Springer Singapore, 2019. http://dx.doi.org/10.1007/978-981-13-2119-1_112.

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Sasaki, Tsuyoshi, Shoma Fushimi, Yong Jian Nyioh, and Kazuhiko Terashima. "Novel Virtual Training System for Learning the Sway Suppression of Rotary Crane by Presenting Joystick Motion or Visual Information." In Informatics in Control, Automation and Robotics, 233–47. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-10891-9_13.

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"Wargames as a New Frontier: Securing American Empire in Virtual Space." In Joystick Soldiers, 107–21. Routledge, 2009. http://dx.doi.org/10.4324/9780203884461-15.

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"Joystick generation: cyberpunks, camkids and family life." In The Virtual, 109–31. Routledge, 2005. http://dx.doi.org/10.4324/9780203987186-13.

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Wiemeyer, Josef, and Sandro Hardy. "Serious Games and Motor Learning." In Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare, 197–220. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-3673-6.ch013.

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Digital games in general require fine motor skills, i.e., operating the computer mouse, the keyboard, the touch-screen, or a joystick. With the development of new gaming interfaces, the performance of whole-body movements became possible to control a game. This opens up new lines of application, e.g. improving motor skills and motor abilities. The most important question is whether and how virtual game-based perceptual-motor training transfers to real motor tasks. Theory distinguishes between specific motor skill learning and generic motor ability improvement. Existing evidence shows that the improvement of motor abilities (e.g., balance) is possible by particular exergames while the improvement of motor skills (e.g., basketball throw) depends on several moderators like accuracy of the interface and correspondence of virtual and real tasks. The authors conclude that there are two mechanisms of transfer, located at the elementary and fundamental perceptual-motor level and at the cognitive level. Current issues for technology comprise adaptivity, personalization, game mastering, accuracy of interfaces and sensors, activity recognition, and error detection.
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Champion, Erik Malcolm. "Virtual Heritage: From Archives to Joysticks." In Virtual Heritage: A Concise Guide, 5–11. Ubiquity Press, 2021. http://dx.doi.org/10.5334/bck.b.

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"Joysticks of Death, Violence and Morality." In Critical Gaming: Interactive History and Virtual Heritage, 169–80. Routledge, 2016. http://dx.doi.org/10.4324/9781315574981-13.

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Conference papers on the topic "Virtual joystick"

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Pen˜a Pitarch, Esteban, Jingzhou Yang, Karim Abdel-Malek, Joo Kim, and Tim Marler. "Joystick Ergonomic Study in Material Handling Using Virtual Humans." In ASME 2005 International Mechanical Engineering Congress and Exposition. ASMEDC, 2005. http://dx.doi.org/10.1115/imece2005-79968.

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Raw material and product manufacturing are related to material handling. Although there have been great advances in technologies, regulations, methodologies, strategies, and workplace safety, the number of fatalities, the severity of injuries, and the number of lost workdays per accident-incident related to material handling continue keeping high. Some hand injuries occur when the operators repetitively use joysticks to handle materials in manufacturing environment. This paper studies joystick ergonomics used in the material handling equipment and evaluates the design and use of joysticks using a new generation of virtual humans (Santos™). The Denavit-Hartenberg method is implemented to analyze the 25-degree-of-freedom (DOF) hand model of the virtual humans. Human performance measures (joint torques and joint displacements) are criteria for the design of joysticks in the material handling machines.
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Nabeel, Muhammad, Faiq Ahmad, Hooria Muslih Ud Din, Muhammad Ahsan, Usman Ali, and Arslan Asif. "Joystick Mapping in Virtual Reality Shooting Game." In 2019 International Conference on Innovative Computing (ICIC). IEEE, 2019. http://dx.doi.org/10.1109/icic48496.2019.8966674.

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Wrock, Michael R., and Scott B. Nokleby. "Virtual Fixtures and Automatic Mode Switching for Teleoperation Tasks." In ASME 2012 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/detc2012-70161.

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In this work a novel command strategy is presented for tele-operating a mobile-manipulator system. To test its effectiveness, the command strategy was implemented on the mobile-manipulator system “Omnibot MMS”. The Omnibot MMS is teleoperated using a three degree-of-freedom haptic joystick and is controlled by driving either the base or the manipulator using an intuitive automatic mode switching command strategy. Virtual fixtures are used to provide additional information to the operator about the configuration of the Omnibot MMS, as well as increase accuracy and decrease errors. Through testing it was shown that new operators increased performance faster using the novel command strategy, and both accuracy and efficiency were improved, when compared to the traditional method of control using two joysticks.
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Kato, Hiroki, and Masamitsu Kurisu. "Representation of the Joystick Using the Virtual Configuration." In 34th International Symposium on Automation and Robotics in Construction. International Association for Automation and Robotics in Construction (IAARC), 2018. http://dx.doi.org/10.22260/isarc2018/0072.

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Oskoei, M. A., and Huosheng Hu. "Myoelectric based virtual joystick applied to electric powered wheelchair." In 2008 IEEE/RSJ International Conference on Intelligent Robots and Systems. IEEE, 2008. http://dx.doi.org/10.1109/iros.2008.4650664.

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Livatino, Salvatore, Alessandro Zocco, Yasir Iqbal, Phillip Gainley, Giuseppe Morana, and Giovanni Maria Farinella. "Virtual Reality User-Scene Interaction:Head-Rotation versus Joystick Movements." In 2022 IEEE International Conference on Metrology for Extended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE). IEEE, 2022. http://dx.doi.org/10.1109/metroxraine54828.2022.9967622.

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Nawab, Aditya, Keshav Chintamani, Darin Ellis, Gregory Auner, and Abhilash Pandya. "Joystick mapped Augmented Reality Cues for End-Effector controlled Tele-operated Robots." In 2007 IEEE Virtual Reality Conference. IEEE, 2007. http://dx.doi.org/10.1109/vr.2007.352496.

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Marchal, Maud, Julien Pettre, and Anatole Lecuyer. "Joyman: A human-scale joystick for navigating in virtual worlds." In 2011 IEEE Symposium on 3D User Interfaces (3DUI). IEEE, 2011. http://dx.doi.org/10.1109/3dui.2011.5759212.

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Hinricher, Niels, Chris Schröer, and Claus Backhaus. "Design of control elements in Virtual Reality - Investigation of factors influencing operating efficiency, user experience and presence." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002066.

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The ergonomic design of control elements in real life has been researched in detail. Various studies exist on the optimal dimensioning, their haptic and acoustic feedback to achieve high control accuracy and user experience. But the development of products is increasingly done with virtual prototypes. Virtual reality (VR) allows these prototypes to be tested in a highly immersive environment. However, the findings from reality cannot be transferred to VR directly. For example, users in VR interact with the prototypes using controllers, which affects haptic feedback. This study investigates how rotary dials and joysticks must be designed and programmed in VR so that control tasks can be performed efficiently and generate a high user experience and perceived presence.In user tests, subjects (n = 25) evaluate the control of a joystick and a rotary dial in VR. In a virtual crane operator's cabin or at a virtual table, the subjects (f = 10, m = 15, age: 24 +- 3) perform four predefined tasks per control element. On two screens in VR, subjects see a vertical bar graph with a scale from 0 to 100 % controlled by the joystick and separately a numerical value between 0 and 100 % which is controlled by the rotary dial. The screens display the task to the subjects, e.g., "Set the value from 0 % to 42 %". According to the method “design of experiments”, 14 factors, such as vibration feedback, acoustic feedback, position of the subject or the sensitivity of the control element are systematically varied on two respectively three levels (e.g., diameter of actuator 40 mm, 80 mm or 110 mm). For each trial, the control accuracy and the time required to complete the task are determined. In addition, the perceived presence is assessed using the Slater-Usoh-Steed-Questionnaire and the user experience is surveyed using the User Experience Questionnaire. The effect of a change of level on the response parameters is investigated using multifactorial ANOVA (α = .05). Linear regression is used to calculate a mathematical relationship between factor and response parameter. These mathematical models are used to calculate which factor values can be used to achieve a high level of control accuracy with a low time requirement and a high level of user experience and perceived presence. The factors angular resolution, inclination, shape of the rotary dial and position of the subject have a highly significant effect (p ≤ .001) on the time required to complete the tasks with the rotary dial. On the control accuracy of the rotary dial, the angular resolution, the VR-controller and the interaction of angular resolution and diameter of the rotary dial have a significant effect. On the user experience, a total of six factors and two interactions have a significant effect. On the perceived presence of the subjects, the VR environment and the diameter of the rotary dial have a significant effect. The calculated optimized design is a rotary dial with vibration feedback, without acoustic feedback, with visualization of a rough knurling, an angular resolution of 10-12 degree/value, a 40 mm diameter and no inclination. Visualization of the hand should be avoided.Sensitivity, size, subject position, VR environment, and the interaction of subject position and VR environment have a significant effect on the time required to perform the control tasks with the joystick. Three factors and one interaction have a significant effect on the control accuracy of the joystick. The interaction of the factors vibration feedback and visualization of the hand has a significant effect on the perceived presence of the subjects. On user experience, nine factors and five interactions have a significant effect. The calculated optimized levels of factors for the joystick are vibration and acoustic feedback, no visual feedback, vertical handle with a height of 20-24 cm, a five-level angular resolution, a maximum deflection angle of +- 15°, a sensitivity of 8 %/sec and a visualization of the hand.The trials show a high degree of scatter. The residuals show outliers in the experiments. These deviations are mainly due to the individual previous experience of the test subjects in handling VR systems. Nevertheless, significant effects could be identified. A screening experimental design was used in this study. In a follow-up study, detailed investigations with a full factorial experimental design must be performed with the significant factors. The factors will be tested at multiple levels and with a significantly increased number of trials to further increase the accuracy of the mathematical models.
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Peck, Tabitha C., Henry Fuchs, and Mary C. Whitton. "An evaluation of navigational ability comparing Redirected Free Exploration with Distractors to Walking-in-Place and joystick locomotio interfaces." In 2011 IEEE Virtual Reality (VR). IEEE, 2011. http://dx.doi.org/10.1109/vr.2011.5759437.

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