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The effect of vibration and low-frequency audio on full-body haptic sensations

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Published:13 November 2015Publication History

ABSTRACT

We report on two experiments that deploy low-frequency audio and strong vibrations to induce haptic-like sensations throughout the human body. Vibration is quite frequently deployed in immersive systems, for example to provide collision feedback, but its actual effects are not well understood [Kruijff & Pander 2005; Kruijff et al. 2015]. The starting point of our experiments was a study by Rasmussen [Rasmussen 1982], which found that different vibration frequencies were experienced differently throughout the body. We will show how vibrations affect sensations throughout the body and may provide some directional cues to some parts of the body, yet also illustrate the difficulties.

References

  1. Kruijff, E. and Pander, A. 2005. Experiences of using Shockwaves for Haptic Sensations. Proceedings of 3D user interface workshop, IEEE VR 2005..Google ScholarGoogle Scholar
  2. Kruijff, E., Marquardt, A., Trepkowski, C., Schild, J., and Hinkenjann, A. 2015. Enhancing User Engagement in Immersive Games through Multisensory Cues. In Proceedings of VS-GAMES.Google ScholarGoogle Scholar
  3. Rasmussen, G. 1982. Human Body Vibration Exposure and its Measurement. Brüel & Kjaer Technical Review 1, 1--35.Google ScholarGoogle Scholar

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  1. The effect of vibration and low-frequency audio on full-body haptic sensations

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            cover image ACM Conferences
            VRST '15: Proceedings of the 21st ACM Symposium on Virtual Reality Software and Technology
            November 2015
            237 pages
            ISBN:9781450339902
            DOI:10.1145/2821592

            Copyright © 2015 Owner/Author

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            Association for Computing Machinery

            New York, NY, United States

            Publication History

            • Published: 13 November 2015

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            Overall Acceptance Rate66of254submissions,26%

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