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In this experiment, a haptic glove with vibratory motors on the fingertips was tested against the standard HTC Vive controller to see if the additional vibrations provided by the glove increased immersion in common gaming scenarios where haptic feedback is provided. Specifically, two scenarios were developed: an explosion scene containing

In this experiment, a haptic glove with vibratory motors on the fingertips was tested against the standard HTC Vive controller to see if the additional vibrations provided by the glove increased immersion in common gaming scenarios where haptic feedback is provided. Specifically, two scenarios were developed: an explosion scene containing a small and large explosion and a box interaction scene that allowed the participants to touch the box virtually with their hand. At the start of this project, it was hypothesized that the haptic glove would have a significant positive impact in at least one of these scenarios. Nine participants took place in the study and immersion was measured through a post-experiment questionnaire. Statistical analysis on the results showed that the haptic glove did have a significant impact on immersion in the box interaction scene, but not in the explosion scene. In the end, I conclude that since this haptic glove does not significantly increase immersion across all scenarios when compared to the standard Vive controller, it should not be used at a replacement in its current state.

ContributorsGriffieth, Alan P (Author) / McDaniel, Troy (Thesis director) / Selgrad, Justin (Committee member) / Computing and Informatics Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Economics Program in CLAS (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

This thesis is based on bringing together three different components: non-Euclidean geometric worlds, virtual reality, and environmental puzzles in video games. While all three exist in their own right in the world of video games, as well as combined in pairs, there are virtually no examples of all three together.

This thesis is based on bringing together three different components: non-Euclidean geometric worlds, virtual reality, and environmental puzzles in video games. While all three exist in their own right in the world of video games, as well as combined in pairs, there are virtually no examples of all three together. Non-Euclidean environmental puzzle games have existed for around 10 years in various forms, short environmental puzzle games in virtual reality have come into existence in around the past five years, and non-Euclidean virtual reality exists mainly as non-video game short demos from the past few years. This project seeks to be able to bring these components together to create a proof of concept for how a game like this should function, particularly the integration of non-Euclidean virtual reality in the context of a video game. To do this, a Unity package which uses a custom system for creating worlds in a non-Euclidean way rather than Unity’s built-in components such as for transforms, collisions, and rendering was used. This was used in conjunction with the SteamVR implementation with Unity to create a cohesive and immersive player experience.

ContributorsVerhagen, Daniel William (Author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description
There are numerous possibilities for virtual reality (VR) to improve upon the dissemination of information in several professional fields. Virtual reality has the capacity to be a useful tool in the judicial system related to its use in the presentation of evidence to juries and other persons. Crime scenes are

There are numerous possibilities for virtual reality (VR) to improve upon the dissemination of information in several professional fields. Virtual reality has the capacity to be a useful tool in the judicial system related to its use in the presentation of evidence to juries and other persons. Crime scenes are a crucial part of an investigation but are difficult to present to a jury. This experiment proposes an investigation to study the difference in the emotional impact of showing jurors an immersive virtual reality representation of a crime scene compared to traditional crime scene photos and the subsequent impact that the VR crime scene tour has on juror decision making. Participants will be randomly assigned to either a 3D VR recreation of a crime scene or be presented with crime scene photos. User responses will then be collected. The following study proposes a prototype for the recreation of a crime scene in VR using the real-world children of Darlie Routier murder case study.
ContributorsLott, Tracey (Author) / Johnson-Glenberg, Mina (Thesis director) / Salerno, Jessica (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / School of International Letters and Cultures (Contributor)
Created2022-05
Description

Aphasia is an impairment that affects many different aspects of language and makes it more difficult for a person to communicate with those around them. Treatment for aphasia is often administered by a speech-language pathologist in a clinical setting, but researchers have recently begun exploring the potential of virtual reality

Aphasia is an impairment that affects many different aspects of language and makes it more difficult for a person to communicate with those around them. Treatment for aphasia is often administered by a speech-language pathologist in a clinical setting, but researchers have recently begun exploring the potential of virtual reality (VR) interventions. VR provides an immersive environment and can allow multiple users to interact with digitized content. This exploratory paper proposes the design of a VR rehabilitation game –called Pact– for adults with aphasia that aims to improve the word-finding and picture-naming abilities of users to improve communication skills. Additionally, a study is proposed that will assess how well Pact improves the word-finding and picture-naming abilities of users when it is used in conjunction with speech therapy. If the results of the study show an increase in word-finding and picture-naming scores compared to the control group (patients receiving traditional speech therapy alone), the results would indicate that Pact can achieve its goal of promoting improvement in these domains. There is a further need to examine VR interventions for aphasia, particularly with larger sample sizes that explore the gains associated with or design issues associated with multi-user VR programs.

ContributorsGringorten, Rachel (Author) / Johnson, Mina (Thesis director) / Rogalsky, Corianne (Committee member) / English, Stephen (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / College of Health Solutions (Contributor) / School of Music, Dance and Theatre (Contributor)
Created2023-05
Description
This paper covers the research details, motivation for, and process of creating a virtual reality (VR) poverty simulation and conventional paper simulation, and testing both for comparison. This was done for a Spring 2024 Barrett Honors College thesis. The resulting simulation is a VR resource scavenging game for one player

This paper covers the research details, motivation for, and process of creating a virtual reality (VR) poverty simulation and conventional paper simulation, and testing both for comparison. This was done for a Spring 2024 Barrett Honors College thesis. The resulting simulation is a VR resource scavenging game for one player set in the forests of Russian Karelia, rendered in a PSX style, simulating the resource scarcity of a rural hunter. This simulation was compared against a paper-based simulation of a rural Appalachian family to see if it could be found to be comparable in expanding the understanding of poverty for testers.
ContributorsReza, Sameer (Author) / Meuth, Ryan (Thesis director) / Kobayashi, Yoshihiro (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2024-05
Description
As the second most common neurodegenerative disorder, Parkinson’s affects around 1 million people in the United States, and 10 million worldwide (Parkinson’s Foundation). Thus there are 10 million people who are suffering from a disorder with no cure. Because of this, treatment of Parkinson’s disease and management of symptoms is

As the second most common neurodegenerative disorder, Parkinson’s affects around 1 million people in the United States, and 10 million worldwide (Parkinson’s Foundation). Thus there are 10 million people who are suffering from a disorder with no cure. Because of this, treatment of Parkinson’s disease and management of symptoms is crucial as the disease advances. Some non-physical symptoms include anxiety, sleep troubles, fatigue, and loss of smell, while some physical symptoms include a resting tremor, bradykinesia, dyskinesia, instability, and rigidity (Parkinson’s Foundation, 2023). These symptoms lead to gait instability, gait freezing, higher fall risks, an overall lack of flexibility, and a struggle with dual-task performance (Johannson et al., 2023). The goal of this thesis project is to create a game design document and potential study outline of a Virtual Reality (VR) game that targets upper body bradykinesia and allows Parkinson’s patients to improve their arm mobility and decrease rigidity and reaction time. This game, REACH, is designed to be used in conjunction with weekly physical therapy, and progress within the game should be monitored by the therapist. Because it is important for rehabilitation to be individualized for each patient, in this game, the patient’s physical therapist will select a “level”, which corresponds to the patient’s range of motion (ROM) and reaction time. However, the exercise game will keep track of performance and log the degrees of motion, corresponding reaction time, and time on task. This performance profile will allow the therapist to monitor the patient's progress and make well-informed decisions about the patient’s progress and goals.
ContributorsHurley, Lauren (Author) / Johnson, Mina (Thesis director) / Parsons, Thomas (Committee member) / Coon, David (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / College of Integrative Sciences and Arts (Contributor) / College of Health Solutions (Contributor)
Created2023-12
Description

This project is called the Zoom Room and it is about the use of virtual reality (VR) for workspace productivity. It is where Zoom and VR meet to form an enhanced productive workspace for users. Equipped with two 3D printers that show how a 3D printer moves and the intricate

This project is called the Zoom Room and it is about the use of virtual reality (VR) for workspace productivity. It is where Zoom and VR meet to form an enhanced productive workspace for users. Equipped with two 3D printers that show how a 3D printer moves and the intricate parts that make up the 3D printer, it is much more than just a standard meeting room. It is a place to analyze machines and meet with others in a virtual space.

ContributorsWang, David (Author) / Johnson-Glenberg, Mina (Thesis director) / Surovec, Victor (Committee member) / Barrett, The Honors College (Contributor) / Economics Program in CLAS (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description

For the average person, when they use a computer, they interact with two main groups: the Computer Input, which consists of a keyboard and a mouse, and the Computer Output, which consists of a monitor and speakers. For those with physical disabilities, traditional Computer Input and Output methods can be

For the average person, when they use a computer, they interact with two main groups: the Computer Input, which consists of a keyboard and a mouse, and the Computer Output, which consists of a monitor and speakers. For those with physical disabilities, traditional Computer Input and Output methods can be difficult or uncomfortable to use. I believe VR Technology can make using computers much more accessible for those individuals, and my application demonstrates that belief.

ContributorsGarcia, Mario (Author) / Johnson-Glenberg, Mina (Thesis director) / Bunch, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description

The purpose of this research thesis paper is to provide further insight into the development of extended reality (XR), augmented reality (AR), and virtual reality (VR) technologies within the educational space and survey how well they are received as well as whether or not they can provide additional learning benefit

The purpose of this research thesis paper is to provide further insight into the development of extended reality (XR), augmented reality (AR), and virtual reality (VR) technologies within the educational space and survey how well they are received as well as whether or not they can provide additional learning benefit in regards to other learning mediums such as reading textbooks, watching videos on the subject matter, and other such more traditional mediums. The research conducted consisted of a collaborative effort alongside the School of Biological and Health Systems Engineering (SBHSE) personnel and using their provided resources in order to generate a framework with the aforementioned technology, to aid in the development of a web-based XR system which will serve primarily as a means for SBHSE students at Arizona State University (ASU) to enhance their learning experience when it comes to topics such as anatomy and physiology of the human body, with the potential of extending this technology towards other subject matters as well, such as other STEM-related fields. Information about the initial research which included an analysis of the pertinent readings that support a benefit to using XR technology as a means to deliver course content is what is first focused on throughout this document. Then, the process that went into the design and development of the base framework that was in joint collaboration with the SBHSE will be covered. And, to conclude, a case study to generate applicable data to support the argument is covered as well as the results from it, which presented a potential for a future development plan and next steps plan once the developed materials and research are handed off.

ContributorsMihaylov, Dimitri (Author) / Chavez-Echeagaray, Maria Elena (Thesis director) / Farzam, Maziar (Committee member) / Barrett, The Honors College (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description

Reduce your fear of water with a virtual reality game!

ContributorsFeng, Kiera (Author) / Johnson-Glenberg, Mina (Thesis director) / Pina, Armando (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05