Journal articles on the topic 'Virtual joystick'

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1

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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6

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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8

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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9

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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Puritat, Kitti, Phimphakan Thongthip, Wanvimol Nadee, Orasa Sirasakamol, and Sumalee Sangamuang. "Virtual Reality Locomotion in Place for Virtual Museum Exhibitions of Culture Heritage: Comparing Joystick Controller, Point & Teleport and Arm Swinging." International Journal of Emerging Technology and Advanced Engineering 12, no. 8 (August 2, 2022): 91–99. http://dx.doi.org/10.46338/ijetae0822_12.

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Locomotion methods are user interaction approaches that assist users in navigating the virtual environment when using virtual reality display device of HMDs (head-mounted displays). Most previous studies have been focused on the locomotion techniques with joystick and teleport in general and gaming context. However, there are lack study of locomotion techniques in virtual museum for context of culture heritage. In this study, this paper presents a comparative evaluation with sixty participants of the three locomotions: Joystick Controller, Point & Teleport and Arm Swinging to measure sickness, presence and flow state. In order to evaluate, this paper developed the virtual museum of Himmapan animals (https://angkaew.com/Hinmapan_vr/) which consisted of digital paint art, digitization objects, animation and digitization books. The results showed that Point & teleport less sickness of nausea than other techniques and Point & teleport also highest in perceived enjoyment than other techniques. However, we found no significant difference in presence. Finally, this paper suggested implementing Point & Teleport locomotion techniques in the application of virtual museums
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Ko, Jae-Pyung, and Jang-Myung Lee. "Tactile tele-operation of a mobile robot with a collision vector." Robotica 24, no. 1 (October 31, 2005): 11–21. http://dx.doi.org/10.1017/s026357470500189x.

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In this paper, we have developed and implemented a system that combines autonomous obstacle avoidance with force-reflective tele-operation. In this system, a tele-operated mobile robot is controlled by a local two-degrees-of-freedom force-reflective joystick that a human operator holds while he is monitoring the screen. The force-reflective joystick transforms the relation between a mobile robot and the environment to the operator as a virtual force. A virtual force is generated in the form of a new collision vector and reflected to the operator, which makes the tele-operation of a mobile robot safe from collision in an uncertain and obstacle-cluttered remote environment. A mobile robot controlled by a local operator usually takes pictures of remote environments and sends the images back to the operator over the Internet. Because of limitations of communication bandwidth and the narrow view-angles of the camera, the operator cannot observe shadow regions and curved spaces. To overcome this problem, a new form of virtual force is generated along the collision vector according to both distance and approaching velocity between an obstacle and the mobile robot, which is obtained from ultrasonic sensors. This virtual force is transferred back to a master (two degrees of freedom joystick) over the Internet to enable a human operator to feel the geometrical relation between the mobile robot and the obstacle. It is demonstrated by experiments that this haptic reflection improves the performance of a tele-operated mobile robot significantly.
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Shringi, Ankit, Mehrdad Arashpour, Emadaldin Mohammadi Golafshani, Abbas Rajabifard, Tim Dwyer, and Heng Li. "Efficiency of VR-Based Safety Training for Construction Equipment: Hazard Recognition in Heavy Machinery Operations." Buildings 12, no. 12 (November 28, 2022): 2084. http://dx.doi.org/10.3390/buildings12122084.

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Machinery operations on construction sites result in many serious injuries and fatalities. Practical training in a virtual environment is the key to improving the safety performance of machinery operators on construction sites. However, there is limited research focusing on factors responsible for the efficiency of virtual training in increasing hazard identification ability among novice trainees. This study analyzes the efficiency of virtual safety training with head-mounted VR displays against flat screen displays among novice operators. A cohort of tower crane operation trainees was subjected to multiple simulations in a virtual towards this aim. During the simulations, feedback was collected using a joystick to record the accuracy of hazard identification while a post-simulation questionnaire was used to collect responses regarding factors responsible for effective virtual training. Questionnaire responses were analyzed using interval type-2 fuzzy analytical hierarchical process to interpret the effect of display types on training efficiency while joystick response times were statistically analyzed to understand the effect of display types on the accuracy of identification across different types of safety hazards. It was observed that VR headsets increase the efficiency of virtual safety training by providing greater immersion, realism and depth perception while increasing the accuracy of hazard identification for critical hazards such as electric cables.
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Li, W. H., B. Liu, P. B. Kosasih, and X. Z. Zhang. "A 2-DOF MR actuator joystick for virtual reality applications." Sensors and Actuators A: Physical 137, no. 2 (July 2007): 308–20. http://dx.doi.org/10.1016/j.sna.2007.03.015.

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Cooper, Rory A., Donald M. Spaeth, Daniel K. Jones, Michael L. Boninger, Shirley G. Fitzgerald, and Songfeng Guo. "Comparison of virtual and real electric powered wheelchair driving using a position sensing joystick and an isometric joystick." Medical Engineering & Physics 24, no. 10 (December 2002): 703–8. http://dx.doi.org/10.1016/s1350-4533(02)00111-x.

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Dimitrakakis, Emmanouil, Holly Aylmore, Lukas Lindenroth, George Dwyer, Joshua Carmichael, Danyal Z. Khan, Neil L. Dorward, Hani J. Marcus, and Danail Stoyanov. "Robotic Handle Prototypes for Endoscopic Endonasal Skull Base Surgery: Pre-clinical Randomised Controlled Trial of Performance and Ergonomics." Annals of Biomedical Engineering 50, no. 5 (March 8, 2022): 549–63. http://dx.doi.org/10.1007/s10439-022-02942-z.

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AbstractEndoscopic endonasal skull base surgery is a promising alternative to transcranial approaches. However, standard instruments lack articulation, and thus, could benefit from robotic technologies. The aim of this study was to develop an ergonomic handle for a handheld robotic instrument intended to enhance this procedure. Two different prototypes were developed based on ergonomic guidelines within the literature. The first is a forearm-mounted handle that maps the surgeon’s wrist degrees-of-freedom to that of the robotic end-effector; the second is a joystick-and-trigger handle with a rotating body that places the joystick to the position most comfortable for the surgeon. These handles were incorporated into a custom-designed surgical virtual simulator and were assessed for their performance and ergonomics when compared with a standard neurosurgical grasper. The virtual task was performed by nine novices with all three devices as part of a randomised crossover user-study. Their performance and ergonomics were evaluated both subjectively by themselves and objectively by a validated observational checklist. Both handles outperformed the standard instrument with the rotating joystick-body handle offering the most substantial improvement in terms of balance between performance and ergonomics. Thus, it is deemed the more suitable device to drive instrumentation for endoscopic endonasal skull base surgery.
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Hatzipanayioti, Adamantini, and Marios N. Avraamides. "Alignment Effects in Spatial Perspective Taking from an External Vantage Point." Brain Sciences 11, no. 2 (February 7, 2021): 204. http://dx.doi.org/10.3390/brainsci11020204.

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In three experiments, we examined, using a perceptual task, the difficulties of spatial perspective taking. Participants imagined adopting perspectives around a table and pointed from them towards the positions of a target. Depending on the condition, the scene was presented on a virtual screen in Virtual Reality or projected on an actual screen in the real world (Experiment 1), or viewed as immediate in Virtual Reality (Experiment 2). Furthermore, participants pointed with their arm (Experiments 1 and 2) vs. a joystick (Experiment 3). Results showed a greater alignment effect (i.e., a larger difference in performance between trials with imagined perspectives that were aligned vs. misaligned with the orientation of the participant) when executing the task in a virtual rather than in the real environment, suggesting that visual access to body information and room geometry, which is typically lacking in Virtual Reality, influences perspective taking performance. The alignment effect was equal across the Virtual Reality conditions of Experiment 1 and Experiment 2, suggesting that being an internal (compared to an external) observer to the scene induces no additional difficulties for perspective taking. Equal alignment effects were also found when pointing with the arm vs. a joystick, indicating that a body-dependent response mode such as pointing with the arm creates no further difficulties for reasoning from imagined perspectives.
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Yeh, Shih-Ching, Eric Hsiao-Kuang Wu, Ying-Ru Lee, R. Vaitheeshwari, and Chen-Wei Chang. "User Experience of Virtual-Reality Interactive Interfaces: A Comparison between Hand Gesture Recognition and Joystick Control for XRSPACE MANOVA." Applied Sciences 12, no. 23 (November 29, 2022): 12230. http://dx.doi.org/10.3390/app122312230.

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This research intends to understand whether users would adopt the interactive interface of hand gesture recognition for XRSPACE MANOVA in the virtual-reality environment. Different from the traditional joystick control and external sensors, XRSPACE MANOVA’s hand gesture recognition relies on cameras built into the head-mount display to detect users’ hand gestures and interact with the system to provide a more life-like immersive experience. To better understand if users would accept this hand gesture recognition, the current experiment compares users’ experiences with hand gesture recognition and joystick control for XRSPACE MANOVA while controlling for the effects of gender, college major, and the completion time. The results suggest that users of hand gesture recognition have better perceptions of enjoyment, satisfaction, and confirmation, which means that they have a relatively fun and satisfying experience and that their expectations of the system/technology confirm their actual usage. Based on the parametric statistical analyses, user assessments show that perceived usefulness, perceived ease-of-use, attitude, and perception of internal control suggest that, in terms of operating performance, users are more accepting of the traditional joystick control. When considering the length of usage time, this study finds that, when hand gesture recognition is used for a relatively longer time, users’ subjective evaluations of internal control and behavioral intention to use are reduced. This study has, therefore, identified potential issues with hand gesture recognition for XRSPACE MANOVA and discussed how to improve this interactive interface. It is hoped that users of hand gesture recognition will obtain the same level of operating experience as if they were using the traditional joystick control.
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Karkoub, M., M.-G. Her, C.-C. Peng, C.-C. Huang, and M.-I. Ho. "Design and control of a cable-controlled haptic motion simulator." Robotica 30, no. 5 (August 16, 2011): 709–19. http://dx.doi.org/10.1017/s0263574711000944.

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SUMMARYIn this work, we discuss the design, construction, and testing of a cable-controlled motion simulator for a Virtual Reality (VR) hang gliding environment. The system comprises a cable-controlled motion simulator, a joystick, a Lego™ direction sensor, and a VR environment. The motion simulator and joystick are built out of motors, pulleys, cables, and aluminum beams. The VR environment and motion simulator interact haptically with each other to give a realistic feel to the operator. A dynamic analysis is performed on the simulator to show the effect of gravity and the directional motion on the operator. A series of experiments are then performed to test the effectiveness of the cable-controlled simulator, and the results were very encouraging despite minor glitches with high-speed maneuvers.
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Aprilia, Erika Rachma, and Mardawiah Mabe Parenreng. "Rancang Bangun Virtual Reality Psikologi Positif." Jurnal Teknologi Elekterika 3, no. 2 (November 30, 2019): 96. http://dx.doi.org/10.31963/elekterika.v3i2.1607.

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Mahasiswa perlu memiliki jiwa yang baik untuk menghadapi setiap persoalan sehari-hari. Tetapi, tidak bisa dipungkiri bahwa mahasiswa memiliki banyak beban yang dihadapinya terutama mahasiswa yang berada pada tahun terakhir. Beberapa kasus bunuh diri terjadi akibat mahasiswa yang stress dengan tugas. Aplikasi virtual reality psikologi positif muncul untuk menghadapi persoalan tersebut sebagai media edukasi penerapan psikologi positif. Penelitian ini menggunakan metode pengembangan multimedia meliputi tahap studi literatur, perancangan aplikasi, prototipe aplikasi berupa pembuatan objek 3D dan interface aplikasi, dan tahap pengujian. Aplikasi ini dibuat dengan menggunakan Unity 3D dan GoogleCarboard sebagai Software Development Kit (SDK). Aplikasi berjalan pada system operasi android dan dihubungkan dengan media berupa VR box serta joystick controller. Adapun hasil pengujian terhadap aplikasi yang telah dibangun menunjukkan bahwa seluruh perancangan aplikasi virtual reality Psikologi Positif telah terpenuhi sesuai dengan indikator pengujian.
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Aprilia, Erika Rachma, and Mardawiah Mabe Parenreng. "RANCANG BANGUN VIRTUAL REALITY PSIKOLOGI POSITIF." Jurnal Teknologi Elekterika 16, no. 2 (November 30, 2019): 96. http://dx.doi.org/10.31963/elekterika.v16i2.1607.

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Mahasiswa perlu memiliki jiwa yang baik untuk menghadapi setiap persoalan sehari-hari. Tetapi, tidak bisa dipungkiri bahwa mahasiswa memiliki banyak beban yang dihadapinya terutama mahasiswa yang berada pada tahun terakhir. Beberapa kasus bunuh diri terjadi akibat mahasiswa yang stress dengan tugas. Aplikasi virtual reality psikologi positif muncul untuk menghadapi persoalan tersebut sebagai media edukasi penerapan psikologi positif. Penelitian ini menggunakan metode pengembangan multimedia meliputi tahap studi literatur, perancangan aplikasi, prototipe aplikasi berupa pembuatan objek 3D dan interface aplikasi, dan tahap pengujian. Aplikasi ini dibuat dengan menggunakan Unity 3D dan GoogleCarboard sebagai Software Development Kit (SDK). Aplikasi berjalan pada system operasi android dan dihubungkan dengan media berupa VR box serta joystick controller. Adapun hasil pengujian terhadap aplikasi yang telah dibangun menunjukkan bahwa seluruh perancangan aplikasi virtual reality Psikologi Positif telah terpenuhi sesuai dengan indikator pengujian.
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Iwata, Hiroo, and Yoko Yoshida. "Path Reproduction Tests Using a Torus Treadmill." Presence: Teleoperators and Virtual Environments 8, no. 6 (December 1999): 587–97. http://dx.doi.org/10.1162/105474699566503.

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This paper describes experiments regarding navigation performance using a new locomotion interface for walking through virtual space. Although traveling on foot is the most intuitive style of locomotion, proprioceptive feedback from walking is not provided in most applications of virtual environments. We developed an infinite surface driven by actuators for enabling a sense of walking. Torus-shaped surfaces are selected to realize the locomotion interface. The device employs twelve sets of treadmills, connected side by side and driven in perpendicular directions. The virtual infinite surface is generated by the motion of the treadmills. A walker can go in any direction while his/her position is fixed in the real world. The device is called a Torus Treadmill. Navigation performance was measured by path-reproduction tests. Subjects were immersed in a virtual grass-covered plain on which a cone-shaped target object was placed. The subjects first traveled to the target object. After they reached it, the target object disappeared and the rehomed subjects were asked to return to the place where the target object was placed. We also set two target objects, and the subject traveled along a bent path. We compared two locomotion modes: walking on the Torus Treadmill and moving purely by joystick operation. The results of the bent-path experiment showed that the accuracy of the path reproduction in the Torus Treadmill mode is better than that of joystick mode.
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Bodenheimer, B., D. Feuereissen, B. Williams, P. Peng, T. McNamara, and B. Riecke. "Locomotion for navigation in virtual environments: Walking, turning, and joystick modalities compared." Journal of Vision 9, no. 8 (March 21, 2010): 1126. http://dx.doi.org/10.1167/9.8.1126.

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KATO, Hiroki, and Masamitsu KURISU. "Representation of Joystick Using the Virtual Configuration in Multi-purpose Control Device." Proceedings of JSME annual Conference on Robotics and Mechatronics (Robomec) 2018 (2018): 2A2—B01. http://dx.doi.org/10.1299/jsmermd.2018.2a2-b01.

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DiMaio, Simon P., Septimiu E. Salcudean, and Claude Reboulet. "A Virtual Environment for the Simulation and Programming of Excavation Trajectories." Presence: Teleoperators and Virtual Environments 10, no. 5 (October 2001): 465–76. http://dx.doi.org/10.1162/105474601753132650.

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An excavator simulator has been developed to facilitate the training of human operators and to evaluate control strategies for heavy-duty hydraulic machines. The operator controls a virtual excavator by means of a joystick while experiencing visual and force feedback generated by environment and machine models. The simulator comprises an impedance model of the excavator arm, a model for the bucket-ground interaction forces, a graphically rendered visual environment, and a haptic interface. This paper describes the simulator components and their integration.
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Fernández-Riomalo, Carlos Eduardo, Héctor Andrés Guástar-Morillo, and Oscar Andrés Vivas-Albán. "Design and Modeling of PA-10 Virtual Surgery Robot." Journal of Autonomous Intelligence 5, no. 1 (May 10, 2022): 62. http://dx.doi.org/10.32629/jai.v5i1.507.

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<div><p class="4">This paper introduces the implementation of a virtual laparoscopic surgery simulator assisted by robot. This type of simulator requires three robots: an endoscope robot (Hibou robot in this case) and two surgical robots (Lapbot robot and PA-10 robot in this case). The three robots are operated by the joystick in cholecystectomy and included in the motion deformation algorithm, which modifies the organ to contact the end organ of robot PA-10, so as to make the simulator more realistic. This result provides a basis for laparoscopic surgery simulation using three auxiliary robots, which is an ideal method for training new surgeons.</p></div>
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Cherni, Heni, Natacha Métayer, and Nicolas Souliman. "Literature review of locomotion techniques in virtual reality." International Journal of Virtual Reality 20, no. 1 (March 27, 2020): 1–20. http://dx.doi.org/10.20870/ijvr.2020.20.1.3183.

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This study represents a systematic literature review in which we explored the locomotion techniques in virtual reality between 2012 and 2019. We analysed and compared 22 locomotion methods that we have identified in 26 papers included in our review. The objective is to better understand relevant locomotion techniques and their impact on the user experience. The review of the literature has shown a wide range of different locomotion techniques which each technique is characterized by different advantages and drawbacks, but classic locomotion techniques such as joystick outperformed all the proposed technique in the reviewed studies. We also proposed a taxonomy and two types of evaluation for locomotion techniques in virtual environment. These elements provide guidelines that may help researchers to choose the most adapted locomotion technique according to the aim of their study.
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Karkoub, M., M. G. Her, and J. M. Chen. "Design and control of a haptic interactive motion simulator for virtual entertainment systems." Robotica 28, no. 1 (April 9, 2009): 47–56. http://dx.doi.org/10.1017/s0263574709005542.

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SUMMARYIn this paper, an interactive virtual reality motion simulator is designed and analyzed. The main components of the system include a bilateral control interface, networking, a virtual environment, and a motion simulator. The virtual reality entertainment system uses a virtual environment that enables the operator to feel the actual feedback through a haptic interface as well as the distorted motion from the virtual environment just as s/he would in the real environment. The control scheme for the simulator uses the change in velocity and acceleration that the operator imposes on the joystick, the environmental changes imposed on the motion simulator, and the haptic feedback to the operator to maneuver the simulator in the real environment. The stability of the closed-loop system is analyzed based on the Nyquist stability criteria. It is shown that the proposed design for the simulator system works well and the theoretical findings are validated experimentally.
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Jiang, Wan-Chen, Shengjin Xu, and Joshua T. Dudman. "Hippocampal representations of foraging trajectories depend upon spatial context." Nature Neuroscience 25, no. 12 (November 29, 2022): 1693–705. http://dx.doi.org/10.1038/s41593-022-01201-7.

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AbstractAnimals learn trajectories to rewards in both spatial, navigational contexts and relational, non-navigational contexts. Synchronous reactivation of hippocampal activity is thought to be critical for recall and evaluation of trajectories for learning. Do hippocampal representations differentially contribute to experience-dependent learning of trajectories across spatial and relational contexts? In this study, we trained mice to navigate to a hidden target in a physical arena or manipulate a joystick to a virtual target to collect delayed rewards. In a navigational context, calcium imaging in freely moving mice revealed that synchronous CA1 reactivation was retrospective and important for evaluation of prior navigational trajectories. In a non-navigational context, reactivation was prospective and important for initiation of joystick trajectories, even in the same animals trained in both contexts. Adaptation of trajectories to a new target was well-explained by a common learning algorithm in which hippocampal activity makes dissociable contributions to reinforcement learning computations depending upon spatial context.
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Karakaya, Suat, Ufuk Akkaya, Nurullah Sekerci, Adem Karagoz, Ali Ugur Ozay, Gurkan Kucukyildiz, and Hasan Ocak. "Virtual-reality-based remote-controlled mobile robot platform." Global Journal of Computer Sciences: Theory and Research 7, no. 3 (December 11, 2017): 136–44. http://dx.doi.org/10.18844/gjcs.v7i3.2799.

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In this paper, a mobile robot system, which consists of a moving base and a built-in weapon platform, was developed. The base is controlled manually using a wireless joystick in which the remote hand weapon manipulates the built-in weapon platform. A stereo vision camera is mounted on the front plane of the built-in weapon platform. Real-time video of the battle zone is recorded by the stereo camera module and is simultaneously monitored on virtual reality glasses. The glasses are worn by the person who will control the built-in weapon. The remote hand weapon is also held by the same person, and the real-time motion directories of the hand weapon are transmitted to the main platform via user datagram protocol. The built-in weapon is fired when the remote user triggers the hand weapon. The weapon platform is locked to the target, regardless of the moving base of the mobile robot. Keywords: Virtual reality, control theory, mobile robot, defense systems.
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Buttussi, Fabio, and Luca Chittaro. "Locomotion in Place in Virtual Reality: A Comparative Evaluation of Joystick, Teleport, and Leaning." IEEE Transactions on Visualization and Computer Graphics 27, no. 1 (January 1, 2021): 125–36. http://dx.doi.org/10.1109/tvcg.2019.2928304.

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Fernández-Riomalo, Carlos Eduardo, Héctor Andrés Guástar-Morillo, and Oscar Andrés Vivas-Albán. "Diseño y modelado del robot PA-10 virtual para aplicaciones quirúrgicas." Revista Facultad de Ingeniería 25, no. 42 (May 3, 2016): 21–32. http://dx.doi.org/10.19053/01211129.4627.

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El trabajo presenta la implementación de un simulador quirúrgico virtual para operaciones de laparoscopia utilizando asistentes robóticos. Para este tipo de simuladores son necesarios tres robots: un robot portaendoscopio (en este caso se utiliza un robot Hibou) y dos robots quirúrgicos (en este caso un robot Lapbot y un robot tipo PA-10). Los tres robots son manejados por joystick en un ejercicio de extracción de vesícula biliar (colecistectomía), y se incluyen en el ejercicio algoritmos de deformación que modifican los órganos al contacto del órgano terminal del robot PA-10, imprimiéndole mayor realismo al simulador. Los resultados proporcionan la base de un simulador quirúrgico utilizando tres robots asistenciales, en un ejercicio común en laparoscopia, ideal para el entrenamiento de nuevos cirujanos.
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Welsch, Robin, Christoph von Castell, and Heiko Hecht. "Interpersonal Distance Regulation and Approach-Avoidance Reactions Are Altered in Psychopathy." Clinical Psychological Science 8, no. 2 (November 26, 2019): 211–25. http://dx.doi.org/10.1177/2167702619869336.

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In this study, we examined the impact of psychopathy on approach-avoidance reactions and interpersonal distance (IPD) in response to social cues. We selected a student sample and measured psychopathy via self-report. Participants were immersed in a virtual environment in which a virtual person displayed either angry or happy facial expressions. In the first experiment, participants had to walk toward the virtual person until a comfortable IPD had been reached. In the second experiment, participants had to push or pull a joystick in response to the facial expression of the virtual person. Our results suggest that psychopathy does not change average IPD but does impair its regulation. That is, the facial expression of the avatar no longer modulated IPD in participants with psychopathic traits to the extent that it did in participants with fewer psychopathic traits. The speed of the approach and avoidance reactions is altered in psychopathy when confronted with social cues.
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Chang, Wen-Te. "The Effects of Age, Gender, and Control Device in a Virtual Reality Driving Simulation." Symmetry 12, no. 6 (June 10, 2020): 995. http://dx.doi.org/10.3390/sym12060995.

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The application of virtual reality in a driving simulation is not novel, yet little is known about the use of this technology by senior populations. The effects of age, gender, control device (joystick or handlebar), and task type on wayfinding proficiency using a virtual reality (VR) driving simulation were explored. The driving experiment model involved 96 randomly recruited participants, namely, 48 young people and 48 seniors (split evenly by gender in each group). Experiment results and statistical analyses indicated that, in a VR driving scenario, task type significantly affected VR driving performance. Navigational scores were significantly higher for the straight (easy/symmetrical straight route) task than those for the curved (difficult/asymmetrical curved route) task. The aging effect was the main reason for the significant and interacting effects of gender and control device. Interactions between age and gender difference indicated that the young group exhibited better wayfinding performance than the senior group did, and in the young group, males had better performance than that of females. Similarly, interactions between age and control device indicated that the handlebar control-device type resulted in better performance than the joystick device did in the young group, but no difference was found in the senior group due to age or learning effects. Findings provide an understanding of the evaluation of the interface designs of navigational-support systems, taking into consideration any effects of age, gender, control device, and task type within three-dimensional VR games and driving systems. With a VR driving simulator, seniors can test-drive inaccessible products such as electric bicycles or cars by using a computer at home.
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McCreary, Faith A., and Robert C. Williges. "Effects of Age and Field-of-Viewon Spatial Learning in an Immersive Virtual Environment." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 42, no. 21 (October 1998): 1491–95. http://dx.doi.org/10.1177/154193129804202106.

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Adults and middle elementary schoolchildren (7-9 years old) were taught a route through a six room virtual house, while wearing a helmet mounted display (HMD) and using a joystick to navigate the virtual environment (VE). Participants viewed the environment under monoscopic conditions with field-of-view (FOV) set at either 30° H × 22° V or 48° H × 36° V. Participants performed tasks designed to assess their spatial knowledge in terms of landmark knowledge, route knowledge, and three configuration knowledge metrics. Landmark knowledge did not significantly change with age or FOV (p > .05). As both age and FOV increased, route and configuration knowledge significantly increased (p < .05). The results are discussed in terms of designing VEs for children.
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Wrock, M. R., and S. B. Nokleby. "An automatic switching approach to teleoperation of mobile-manipulator systems using virtual fixtures." Robotica 35, no. 8 (August 8, 2016): 1773–92. http://dx.doi.org/10.1017/s0263574716000515.

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SUMMARYThis work presents a novel command strategy developed to improve operator performance and minimize difficulties in teleoperation tasks for mobile-manipulator systems with a holonomic base. Aimed specifically at novice operators, virtual fixtures are introduced as a means to minimize collisions and assist in navigation. Using the 6-degree-of-freedom (DOF) Omnibot mobile-manipulator system (MMS), a command strategy is implemented such that the operator need only control a 3-DOF haptic joystick to achieve full control of the Omnibot MMS. The command strategy is used to coordinate control between the arm and the base of the system, prevent collisions with known obstacles, and alert the operator of proximity to those obstacles with haptic forces. Through experimental testing it is shown that operator performance improved with the use of virtual fixtures.
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Vivas Alban, Oscar Andres, and Diego Enrique Guzmán Villamarín. "Herramienta software para la práctica de la robótica quirúrgica." Ingenieria y Universidad 19, no. 1 (March 16, 2015): 7. http://dx.doi.org/10.11144/javeriana.iyu19-1.sprq.

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Este artículo presenta el desarrollo de una herramienta software para la práctica de la robótica quirúrgica que integra la utilización de robots quirúrgicos en un entorno virtual 3D y que lleva por nombre RoboSurgery. La herramienta ha sido diseñada para que los ingenieros puedan comprender el uso de los asistentes robóticos en operaciones de laparoscopia. Integra dos tipos de robots, un robot porta endoscopio (robot Hibou) y dos robots quirúrgicos (robots Lapbot), manipulados por joystick. El sistema permite observar en una ventana el interior del abdomen del paciente, imagen virtual que es generada por el endoscopio situado en el órgano terminal del robot Hibou, mientras que se manipulan los dos robots quirúrgicos con el fin de realizar una colecistectomía (extracción de la vesícula). Los resultados muestran un sistema virtual bastante útil para la comprensión del funcionamiento de los asistentes quirúrgicos, que permitirá en un futuro adicionar otros robots y otros procedimientos, además de mayor realismo al incluir algoritmos de deformación de órganos.
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38

Boletsis, Costas, and Jarl Erik Cedergren. "VR Locomotion in the New Era of Virtual Reality: An Empirical Comparison of Prevalent Techniques." Advances in Human-Computer Interaction 2019 (April 1, 2019): 1–15. http://dx.doi.org/10.1155/2019/7420781.

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The latest technical and interaction advancements within the virtual reality (VR) field have marked a new era, not only for VR, but also for VR locomotion. In this era, well-established, prevalent VR locomotion techniques are mostly used as points of comparison for benchmarking of new VR locomotion designs. At the same time, there is the need for more exploratory, comparative studies of contemporary VR locomotion techniques, so that their distinguished interaction aspects can be documented and guide the design process of new techniques. This article presents a comparative, empirical evaluation study of contemporary and prevalent VR locomotion techniques, examining the user experience (UX) they offer. First, the prevalent VR locomotion techniques are identified based on literature, i.e., walking-in-place, controller/joystick, and teleportation. Twenty-six adults are enrolled in the study and perform a game-like task using the techniques. The study follows a mixed methods approach, utilising the System Usability Scale survey, the Game Experience Questionnaire, and a semistructured interview to assess user experiences. Results indicate that the walking-in-place technique offers the highest immersion but also presents high levels of psychophysical discomfort. Controller/joystick VR locomotion is perceived as easy-to-use due to the users’ familiarity with controllers, whereas teleportation is considered to be effective due to its fast navigation, although its visual ‘jumps’ do break the users’ sense of immersion. Based on the interviews, the users focused on the following interaction dimensions to describe their VR locomotion experiences: (i) immersion and flow, (ii) ease-of-use and mastering, (iii) competence and sense of effectiveness, and (iv) psychophysical discomfort. The study implications for VR locomotion are discussed, along with the study limitations and the future direction for research.
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Khalid, Hasnan Bin, Saesar Budi Luhur, and Yudhistira Adhi Prima. "A Size-Bed Wheelchair Design Manufacture with Scaled Prototype and Kinematic-Virtual Reality Model Simulation." Advanced Materials Research 488-489 (March 2012): 1207–12. http://dx.doi.org/10.4028/www.scientific.net/amr.488-489.1207.

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This paper presents the design verification of a novel concept wheelchair using SimMechanics toolboxes. A wheelchair-sized bed concept (patent pending) with 3 modes of ability (sitting-lying-standing) is proposed. Design begins by deciding the actuator and the component integrated in reality. The 3D wheelchair model was done in AutoCAD 3D and in Vrealm builder to connect with simulink. All components like joint, frame, actuator, gear box and any other part of wheelchair was register in SimMechanics. To verify the kinematics model, a joystick input was connected to the model for visual movement and collision verification. Finally from virtual reality simulation and SimMechanics kinematic modeling, the movement and collision can be verified, and also the actuator condition can be reported.
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40

Allen, Robert C., Daniel P. McDonald, and Michael J. Singer. "Landmark Direction and Distance Estimation in Large Scale Virtual Environments." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 41, no. 2 (October 1997): 1213–17. http://dx.doi.org/10.1177/1071181397041002109.

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The current paper describes our classification of errors participants made when estimating direction and distances in a large scale (2000 m × 2000 m) Virtual Environment (VE). Two VE configuration groups (Low or High Interactivity) traversed a 400 m route through one of two Virtual Terrain's (Distinctive or Non-Distinctive or Terrain 1 and 2, respectively) in 100 m increments. The High VE group used a treadmill to move through the VE with head tracked visual displays; the Low VE group used a joystick for movement and visual display control. Results indicate that as experience within either terrain increased, participants demonstrated an improved ability to directionally locate landmarks. Experience in the environment did not affect distance estimation accuracy. Terrain 1 participants were more accurate in locating proximal, as opposed to distal, landmarks. They also overestimated distances to near landmarks and underestimated distances to far landmarks. In Terrain 2, the Low VE group gave more accurate distance estimations. We believe this result can be explained in terms of increased task demands placed on the High VE Group.
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41

Picard, Laurence, Maria Abram, Eric Orriols, and Pascale Piolino. "Virtual reality as an ecologically valid tool for assessing multifaceted episodic memory in children and adolescents." International Journal of Behavioral Development 41, no. 2 (July 9, 2016): 211–19. http://dx.doi.org/10.1177/0165025415616198.

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The majority of episodic memory (EM) tests are far removed from what we experience in daily life and from the definition of this type of memory. This study examines the developmental trajectory of the main aspects of episodic memory—what, where, and when—and of feature binding in a naturalistic virtual environment. A population of 125 participants aged from 6 to 24 years was asked to navigate, by using a joystick, in a virtual urban environment composed of specific areas, and to memorize as many elements as possible (e.g., scenes, details, spatial and temporal contexts). The ability to recall factual content associated to details or spatiotemporal context increased steadily from the age of 8 to young adulthood. These results indicate main developmental differences in feature binding abilities in naturalistic events which are very sensitive to age in comparison with a standard EM assessment. Virtual reality therefore appears to be an appropriate technique to assess crucial aspects of EM development in children and adolescents and it should provide helpful tools for the detection of subtle memory deficits.
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42

Vighnesh, M., Andrew John, Merin Shibu, and M. Jagannath. "Voice controlled home automation, security system and virtual joystick-controlled robot for patients in home quarantines." Journal of Physics: Conference Series 2318, no. 1 (August 1, 2022): 012021. http://dx.doi.org/10.1088/1742-6596/2318/1/012021.

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Abstract The threat of COVID-19 is increasing by the day, while those who are infected must quarantine immediately. Since the disease is lethal and spreads by direct or indirect human contact, it is critical to disinfect all contact surfaces on a regular basis. Since continual direct exposure to chemicals promotes antibiotic resistance, it is less likely to be considered as a long-term solution. As COVID-19 had such a negative impact on people’s health, even regular commuting inside the house became a difficult and time-consuming activity for a variety of reasons, including the fact that the person is isolated alone and has a strong inclination to leave things neglected. This paper consists of a quarantine home automation system that allows the user to remotely turn on and off the appliances in the room as well as monitor the temperature in the rooms. The proposed system has incorporated an intruder alarm system, which sends notifications to the user’s mobile phone whenever some unexpected movement is detected near the entrance. The entire system is voice-enabled, which means that instead of completing the work manually, the user may give Alexa the directions. The quarantine home automation system also includes a robot that can be operated by the user virtually using the joystick present in the common user interface.
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43

Colley, Mark, Bastian Wankmüller, and Enrico Rukzio. "A Systematic Evaluation of Solutions for the Final 100m Challenge of Highly Automated Vehicles." Proceedings of the ACM on Human-Computer Interaction 6, MHCI (September 19, 2022): 1–19. http://dx.doi.org/10.1145/3546713.

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Automated vehicles will change the interaction with the user drastically. While freeing the user of the driving task for most of the journey, the "final 100 meters problem'', directing the vehicle to the final parking spot, could require human intervention. Therefore, we present a classification of interaction concepts for automated vehicles based on modality and interaction mode. In a subsequent Virtual Reality study (N=16), we evaluated sixteen interaction concepts. We found that the medially abstracted interaction mode was consistently rated most usable over all modalities (joystick, speech, gaze, gesture, and tablet). While the steering wheel was still preferred, our findings indicate that other interaction concepts are usable if the steering wheel were unavailable.
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44

Hori, Satoshi, Jumpei Matsumoto, Etsuro Hori, Naoya Kuwayama, Taketoshi Ono, Satoshi Kuroda, and Hisao Nishijo. "Alpha- and Theta-Range Cortical Synchronization and Corticomuscular Coherence During Joystick Manipulation in a Virtual Navigation Task." Brain Topography 26, no. 4 (June 29, 2013): 591–605. http://dx.doi.org/10.1007/s10548-013-0304-z.

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45

Ogourtsova, Tatiana, Philippe Archambault, Samir Sangani, and Anouk Lamontagne. "Ecological Virtual Reality Evaluation of Neglect Symptoms (EVENS): Effects of Virtual Scene Complexity in the Assessment of Poststroke Unilateral Spatial Neglect." Neurorehabilitation and Neural Repair 32, no. 1 (January 2018): 46–61. http://dx.doi.org/10.1177/1545968317751677.

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Background. Unilateral spatial neglect (USN) is a highly prevalent and disabling poststroke impairment. USN is traditionally assessed with paper-and-pencil tests that lack ecological validity, generalization to real-life situations and are easily compensated for in chronic stages. Virtual reality (VR) can, however, counteract these limitations. Objective. We aimed to examine the feasibility of a novel assessment of USN symptoms in a functional shopping activity, the Ecological VR-based Evaluation of Neglect Symptoms (EVENS). Methods. EVENS is immersive and consists of simple and complex 3-dimensional scenes depicting grocery shopping shelves, where joystick-based object detection and navigation tasks are performed while seated. Effects of virtual scene complexity on navigational and detection abilities in patients with (USN+, n = 12) and without (USN−, n = 15) USN following a right hemisphere stroke and in age-matched healthy controls (HC, n = 9) were determined. Results. Longer detection times, larger mediolateral deviations from ideal paths and longer navigation times were found in USN+ versus USN− and HC groups, particularly in the complex scene. EVENS detected lateralized and nonlateralized USN-related deficits, performance alterations that were dependent or independent of USN severity, and performance alterations in 3 USN− subjects versus HC. Conclusion. EVENS’ environmental changing complexity, along with the functional tasks of far space detection and navigation can potentially be clinically relevant and warrant further empirical investigation. Findings are discussed in terms of attentional models, lateralized versus nonlateralized deficits in USN, and tasks-specific mechanisms.
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46

Karlitasari, Lita, Boldson Herdianto Situmorang, Agung Prajuhana Putra, Amalia Sabrina, and Diva Randika. "Virtual Tour Campus Sebagai Media Promosi di Masa Pandemik Covid-19." Komputasi: Jurnal Ilmiah Ilmu Komputer dan Matematika 19, no. 1 (July 15, 2022): 16–24. http://dx.doi.org/10.33751/komputasi.v19i1.4438.

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The use of Virtual Tours is now widely used to introduce infrastructure facilities owned by a campus. For almost a year, the COVID-19 pandemic has made prospective students and college students hesitant to continue their studies. This raises concerns if you come directly to campus to see all the facilities in it. The purpose of this research is to create a virtual campus tour application as an alternative media promotion during the COVID-19 pandemic. This study uses the Multimedia Development Life Cycle (MDLC) method using augmented reality. The result of this research is an application in the form of a virtual game, where before exploring the study programs, the user will be asked to have the appropriate character, then with the help of controlling the joystick from the keyboard, the user can enter the rooms and the information in it, either in the form of direct templates. or use the barcode to go directly to the information in it. Thus, in addition to users becoming more familiar with the Computer Science Study Program environment and the infrastructure in it, it is also an inspirational tool, that to study or create applications it can be done if you enter as a student.
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Hernandez-Ossa, Kevin A., Eduardo H. Montenegro-Couto, Berthil Longo, Alexandre Bissoli, Mariana M. Sime, Hilton M. Lessa, Ivan R. Enriquez, Anselmo Frizera-Neto, and Teodiano Bastos-Filho. "Simulation System of Electric-Powered Wheelchairs for Training Purposes." Sensors 20, no. 12 (June 24, 2020): 3565. http://dx.doi.org/10.3390/s20123565.

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For some people with severe physical disabilities, the main assistive device to improve their independence and to enhance overall well-being is an electric-powered wheelchair (EPW). However, there is a necessity to offer users EPW training. In this work, the Simcadrom is introduced, which is a virtual reality simulator for EPW driving learning purposes, testing of driving skills and performance, and testing of input interfaces. This simulator uses a joystick as the main input interface, and a virtual reality head-mounted display. However, it can also be used with an eye-tracker device as an alternative input interface and a projector to display the virtual environment (VE). Sense of presence, and user experience questionnaires were implemented to evaluate this version of the Simcadrom in addition to some statistical tests for performance parameters like: total elapsed time, path following error, and total number of commands. A test protocol was proposed and, considering the overall results, the system proved to simulate, very realistically, the usability, kinematics, and dynamics of a real EPW in a VE. Most subjects were able to improve their EPW driving performance in the training session. Furthermore, all skills learned are feasible to be transferred to a real EPW.
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48

Kapić, Zinaid, Aladin Crnkić, Edin Mujčić, and Jasna Hamzabegović. "A web application for remote control of ROS robot based on WebSocket protocol and Django development environment." IOP Conference Series: Materials Science and Engineering 1208, no. 1 (November 1, 2021): 012035. http://dx.doi.org/10.1088/1757-899x/1208/1/012035.

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Abstract The development of teleoperation systems, robots, or any physical part of the system can be costly and if something goes wrong it can lead to development overdue. Precisely for these reasons, engineers and scientists today resort to the development of simulated systems before the construction of a real system. Robot Operating System (ROS) is one of the most popular solutions for robot development, manipulation, and simulation. In this paper, we present a web application for remote control of a ROS robot. The robot is controlled via a web application that is used as a virtual Joystick. Also, in this paper, an experimental work analysis of the projected system is performed. Further research possibilities include upgrading the presented web interface, adding certain motion autonomy sensors, or integrating some path planning algorithms.
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Sanjana, A., K. Sree Amrutha Valli, Ch Adarsh, M. Sai Hrithik Reddy, V. Usha Rani, and J. Sridevi. "Embedded System Based Smart Wheelchair For Physically Challenged People." E3S Web of Conferences 309 (2021): 01122. http://dx.doi.org/10.1051/e3sconf/202130901122.

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The degradation of mobility is an important concern that affects the independent living ability of physically Challenged people. Therefore, mobility assistive devices require improvements to uplift the living standards of the people. This paper sets out a design of a smart wheelchair using an embedded system. This paper sets out a design and development of a smart wheelchair using an embedded system. The proposed design of the wheelchair can be controlled through bluetooth which enables the user to control the wheelchair with less effort. Touch commands are deployed to the system in addition to the virtual joystick-controlling interface to enhance the interaction with the user. This aids the disabled in carrying out daily activities independently within indoor environments. Experiments are conducted to verify the functionality of the developed smart wheelchair.
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Sfair Palar, Piatan, Vinícius de Vargas Terres, and André Schneider de Oliveira. "Human–Robot Interface for Embedding Sliding Adjustable Autonomy Methods." Sensors 20, no. 20 (October 21, 2020): 5960. http://dx.doi.org/10.3390/s20205960.

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This work discusses a novel human–robot interface for a climbing robot for inspecting weld beads in storage tanks in the petrochemical industry. The approach aims to adapt robot autonomy in terms of the operator’s experience, where a remote industrial joystick works in conjunction with an electromyographic armband as inputs. This armband is worn on the forearm and can detect gestures from the operator and rotation angles from the arm. Information from the industrial joystick and the armband are used to control the robot via a Fuzzy controller. The controller works with sliding autonomy (using as inputs data from the angular velocity of the industrial controller, electromyography reading, weld bead position in the storage tank, and rotation angles executed by the operator’s arm) to generate a system capable of recognition of the operator’s skill and correction of mistakes from the operator in operating time. The output from the Fuzzy controller is the level of autonomy to be used by the robot. The levels implemented are Manual (operator controls the angular and linear velocities of the robot); Shared (speeds are shared between the operator and the autonomous system); Supervisory (robot controls the angular velocity to stay in the weld bead, and the operator controls the linear velocity); Autonomous (the operator defines endpoint and the robot controls both linear and angular velocities). These autonomy levels, along with the proposed sliding autonomy, are then analyzed through robot experiments in a simulated environment, showing each of these modes’ purposes. The proposed approach is evaluated in virtual industrial scenarios through real distinct operators.
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