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Torsten Kuhlen
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Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (2010) 19 (2): 83–94.
Published: 01 April 2010
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One major goal for the development of virtual reality (VR) toolkits is to provide interfaces for novel input or output hardware to support multimodal interaction. The research community has produced several implementations that feature a large variety of device interfaces and abstractions. As a lesson learned from existing approaches, we sum up the requirements for the design of a driver layer that is the basis for a multimodal input and output system in this paper. We derive a general model for driver architectures based on these requirements. This model can be used for reasoning about different implementations of available architectures. As the flow of data through the system is of interest, we take a closer look at common patterns of data processing. Finally, we discuss a number of openly accessible driver architectures currently used for VR development.
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (2000) 9 (4): 350–359.
Published: 01 August 2000
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This paper examines the potentials of VR technology for studying the neural organization of voluntary human movements. Here, motion studies are based on experimental set-ups in which subjects and/or patients interact with virtual instead of real objects. This VR-based approach is primarily motivated by the exact controllability of computer-generated experimental conditions. Stimuli such as appearance, characteristics, and behavior of objects can be varied and presented separately or in combination. Besides general benefits such as standardization, flexibility, and efficiency, VR provides a means to realize experimental scenarios that are very difficult or even impossible to build when using real, physical set-ups. This feature is demonstrated by the example of reach-to-grasp studies with perturbation, which play an important role for the study of human motor behavior. A first VR-based experiment is described that compares motor behavior when reaching and grasping a real and a virtual cube, respectively. The results of this experiment prove that VR technology can indeed lead to new insights about how the reach-to-grasp movement is organized within the human brain.