The influence of a self-avatar on space and body perception in immersive virtual reality

The influence of a self-avatar on space and body perception in immersive virtual reality
Title The influence of a self-avatar on space and body perception in immersive virtual reality PDF eBook
Author Ivelina Piryankova
Publisher Logos Verlag Berlin GmbH
Pages 146
Release 2015-05-26
Genre Computers
ISBN 3832539786

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Technologische Fortschritte in der Computergrafik, dem dreidimensionalen Scannen und in Motion-Tracking-Technologien haben zu einem erhöhten Einsatz von Selbst-Avataren in immersiven virtuellen Realitäten (VR) beigetragen. Selbst-Avatare werden zum Beispiel in den Bereichen Visualisierung und Simulation, aber auch in klinischen Anwendungen oder für Unterhaltungszwecke eingesetzt. Deshalb ist es wichtig neue Erkenntnisse über die Wahrnehmung des eigenen Körpers, des Selbst-Avatars und der räumlichen Wahrnehmung des Benutzers zu gewinnen, sowie den Einfluss des Selbst-Avatars auf die räumliche Wahrnehmung in der virtuellen Welt zu untersuchen. Mit Hilfe von moderner VR-Technologie habe ich untersucht wie Veränderungen des Selbst-Avatars die Wahrnehmung des eigenen Körpers und des Raumes verändern. Die Ergebnisse zeigen, dass Selbst-Avatare nicht genau die gleichen Dimensionen wie der Körper des Benutzers haben müssen, damit sich der Benutzer mit seinem Selbst-Avatar identifizieren kann.

The Influence of a Self-avatar on Space and Body Perception in Immersive Virtual Reality

The Influence of a Self-avatar on Space and Body Perception in Immersive Virtual Reality
Title The Influence of a Self-avatar on Space and Body Perception in Immersive Virtual Reality PDF eBook
Author Ivelina Vesselinova Piryankova
Publisher
Pages
Release 2015
Genre
ISBN 9783832587734

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The Social Psychology of Telecommunications

The Social Psychology of Telecommunications
Title The Social Psychology of Telecommunications PDF eBook
Author John Short
Publisher Toronto; London; New York: Wiley
Pages 216
Release 1976
Genre Psychology
ISBN

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Body Image and Body Schema

Body Image and Body Schema
Title Body Image and Body Schema PDF eBook
Author Helena de Preester
Publisher John Benjamins Publishing
Pages 364
Release 2005-01-01
Genre Psychology
ISBN 9789027251985

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Therefore, this volume offers an interdisciplinary approach from the fields of neuroscience, phenomenology and psychoanalysis

Handbook of Behavior, Food and Nutrition

Handbook of Behavior, Food and Nutrition
Title Handbook of Behavior, Food and Nutrition PDF eBook
Author Victor R. Preedy
Publisher Springer Science & Business Media
Pages 3527
Release 2011-04-15
Genre Medical
ISBN 0387922717

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This book disseminates current information pertaining to the modulatory effects of foods and other food substances on behavior and neurological pathways and, importantly, vice versa. This ranges from the neuroendocrine control of eating to the effects of life-threatening disease on eating behavior. The importance of this contribution to the scientific literature lies in the fact that food and eating are an essential component of cultural heritage but the effects of perturbations in the food/cognitive axis can be profound. The complex interrelationship between neuropsychological processing, diet, and behavioral outcome is explored within the context of the most contemporary psychobiological research in the area. This comprehensive psychobiology- and pathology-themed text examines the broad spectrum of diet, behavioral, and neuropsychological interactions from normative function to occurrences of severe and enduring psychopathological processes.

Immersed in Media

Immersed in Media
Title Immersed in Media PDF eBook
Author Cheryl Campanella Bracken
Publisher Routledge
Pages 462
Release 2010-04-05
Genre Computers
ISBN 1135849889

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"Over the next few decades, immersive media could fundamentally change the ways humans engage in entertainment, communication, and social interaction. The current volume takes a step towards understanding this potential paradigm shift, combining insights from pioneers of the field of ‘presence’ with bright young scholars who bring a new perspective." —Jeremy Bailenson, Stanford University, USA "This book provides an indispensable contribution to scholars in communication studies, computer science and psychology interested in the modes of being present in different media, and offers a careful historical and theoretical framework to the state-of-the-art research."—Anna Spagnolli, University of Padova, Italy "Bracken and Skalski have assembled a collection of works from the world’s foremost authorities on telepresence, a topic that has gone understudied for years. Someone has finally assembled a comprehensive volume on the subject. This book is a must not only for those interested in telepresence, but for mass communication scholars of all kinds."—Kenneth A. Lachan, University of Massachusetts, Boston, USA Immersed in Media highlights the increasing significance of telepresence in the media field. With contributions representing diverse disciplines, this volume delves into the topic through considerations of popular media types and their effects on users. Chapters in the work explain how the experience of presence can be affected by media technologies, including television, video games, film, and the Internet. They also discuss how presence experience mediates or moderates commonly studied media effects, such as enjoyment, persuasion, and aggression. These discussions are accompanied by overviews of the current state of presence research and its future. Ultimately, this work establishes the crucial role of telepresence in gaining a complete understanding of the uses and effects of popular media technologies.

Measuring, modelling and minimizing perceived motion incongruence for vehicle motion simulation

Measuring, modelling and minimizing perceived motion incongruence for vehicle motion simulation
Title Measuring, modelling and minimizing perceived motion incongruence for vehicle motion simulation PDF eBook
Author Diane Cleij
Publisher Logos Verlag Berlin GmbH
Pages 294
Release 2020-01-28
Genre Computers
ISBN 3832550445

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Humans always wanted to go faster and higher than their own legs could carry them. This led them to invent numerous types of vehicles to move fast over land, water and air. As training how to handle such vehicles and testing new developments can be dangerous and costly, vehicle motion simulators were invented. Motion-based simulators in particular, combine visual and physical motion cues to provide occupants with a feeling of being in the real vehicle. While visual cues are generally not limited in amplitude, physical cues certainly are, due to the limited simulator motion space. A motion cueing algorithm (MCA) is used to map the vehicle motions onto the simulator motion space. This mapping inherently creates mismatches between the visual and physical motion cues. Due to imperfections in the human perceptual system, not all visual/physical cueing mismatches are perceived. However, if a mismatch is perceived, it can impair the simulation realism and even cause simulator sickness. For MCA design, a good understanding of when mismatches are perceived, and ways to prevent these from occurring, are therefore essential. In this thesis a data-driven approach, using continuous subjective measures of the time-varying Perceived Motion Incongruence (PMI), is adopted. PMI in this case refers to the effect that perceived mismatches between visual and physical motion cues have on the resulting simulator realism. The main goal of this thesis was to develop an MCA-independent off-line prediction method for time-varying PMI during vehicle motion simulation, with the aim of improving motion cueing quality. To this end, a complete roadmap, describing how to measure and model PMI and how to apply such models to predict and minimize PMI in motion simulations is presented. Results from several human-in-the-loop experiments are used to demonstrate the potential of this novel approach.