Immersive Design
  • Introduction
  • Course Program
  • Showcase
  • References
  • Class 0-2 Bootcamp
    • The Last Great Battle of the Samurai
    • Class 0: Sensing
    • Class 1: Design Tools
    • Class 2: Evaluation Basics
  • Spatial
    • Spatial Rationales: Food for Thought
    • Spatial Intimacy: Public Space
    • Spatial Intimacy: Social Space
    • Spatial Intimacy: Personal Space
    • Spatial Intimacy: Intimate Space
    • Spatial Form: Proportion & Rhythm
    • Spatial Flow: Movement & Direction
    • Spatial Sensing: Sensory Expressions
    • Spatial Sound: Edible Flavor
  • Embodiment
    • Embodiment: Kinesthetic Space
    • Embodiment: Gestural Kinesphere
    • Embodiment: Bodily Kinesphere
    • Embodiment: Harmony & Balance
    • Embodiment: Affordances & Microinteractions
  • Evaluation
    • Evaluation Topics: Immersion & Presence
    • Evaluation Topics: Emotional Immersion
    • Evaluation Topics: Body-Ownership
    • Evaluation Topics: User Tasks
    • Evaluation Topics: Navigation
    • Evaluation Topics: Wayfinding
    • Evaluation Topics: Human-System Control
    • Evaluation Topics: Feedback, feedforward & force feedback
  • Methods
    • Evaluation Methods: Setting up an Experiment
    • Evaluation Methods: Quantitative & Qualitative
    • Evaluation Methods: Materials
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  • Interaction Fidelity
  • Feedback, Feedforward and Force Feedback
  • Feedback and Feedforward
  • Force Feedback

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  1. Evaluation

Evaluation Topics: Feedback, feedforward & force feedback

PreviousEvaluation Topics: Human-System ControlNextEvaluation Methods: Setting up an Experiment

Last updated 5 years ago

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Interaction Fidelity

It is often assumed that more realism is always desirable in VR, yet this is not fully understood. Realistic interactions are VR interactions that work as closely as possible to the way we interact in the real world. The other end of the interaction fidelity spectrum is non-realistic interactions, that in no way relate to reality. For instance: pushing a button on a non-tracked controller to shoot a laser from the eyes. This interaction has a low fidelity. However, low interaction fidelity is not necessarily a disadvantage as it can increase performance, cause less fatigue and increase enjoyment. In the middle of the spectrum are the magical interactions, where users make natural physical movements, but the technique makes users more powerful by giving them new and enhanced abilities or intelligent guidance. Although not realistic, magical interactions often uses interaction metaphors to help users quickly develop a mental model of how an interaction works.

Examples of providing feedback, feedforward and force feedback

  • Highlighting objects (visually outlining, changing color of objects)

  • Audio cues (short intrusive tones or large audio recordings)

  • Passive Haptics (static physical objects that can be touched)

  • Rumble (vibration of input device)

Feedback, Feedforward and Force Feedback

Feedback and Feedforward

Feedback focuses on current performance, whereas FeedForward looks ahead to the next assignment. Positive and Negative feedback can be provided. You can provide single loop feedback (learning for the first time and what you learn) and double loop feedback (re-adjust previously learned and how you learn) and even triple loop feedback (reflect on all that's been learned and why you wanted to learn this) Feedforward primes the user in expected futural behaviour, in order to create an efficient learning process.

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Force Feedback

CLAW

CLAW acts as a multi-purpose controller that contains both the expected functionality of VR controllers (thumb buttons and joysticks, 6DOF control, index finger trigger) as well as enabling a variety of haptic renderings for the most commonly expected hand interactions: grasping objects, touching virtual surfaces and receiving force feedback. But a unique characteristic of the CLAW is its ability to adapt haptic rendering by sensing differences in the user’s grasp and the situational context of the virtual scene.

Teslasuit

The world’s first fully integrated smart clothing apparel with Haptic Feedback, Motion Capture, Climate Control and Biometric Feedback systems.

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How Does Interaction Fidelity Influence User Experience in VR Locomotion?
Feedback and feedforward control (short video)
Investigating Visual Feedforward for Target Expansion Techniques
Interactive Feedforward for Improving Performance and Maintaining Intrinsic Motivation in VR
Transformational Learning - single vs. double loop
Microsoft Shows New Research in Haptics With ‘CLAW’ VR Controller Prototype
TESLASUIT: ultimate tech in Smart Clothing