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Without force feedback, a head-mounted display user's avatar may penetrate virtual objects. Some virtual environment designers prevent visual interpenetration, making the assumption that prevention improves user experience. However, preventing visual avatar interpenetration causes discrepancy between visual and proprioceptive cues. We investigated users’(More)
Two large problems faced by virtual environment designers are lack of haptic feedback and constraints imposed by limited tracker space. Passive haptic feedback has been used effectively to provide a sense of touch to users (Insko, et al., 2001). Redirected walking is a promising solution to the problem of limited tracker space (Razzaque, et al., 2001).(More)
When a virtual environment system prevents a user’s avatar hand from penetrating virtual objects, the seen and felt positions of the hand separate. We propose a new method for reducing this position discrepancy as quickly as possible without introducing perceptible discrepancy between the seen and felt motion of the user’s hand. We performed one user study(More)
OBJECTIVE This article focuses on wraparound as an example of a team planning process, and uses data from several sources to reflect on questions about whether-and under what conditions-collaborative teams are successful in engaging young people-and their caregivers-in planning. METHODS We used data collected in three studies to address our research(More)
We investigated the ability of a user in a head-mounted display virtual environment to detect a virtual hand avatar moving at a speed different than that of the real hand. We measured discrepancy detection thresholds for each of the six cardinal directions of 3-space (left, right, up, down, toward, and away). For each of these six directions we measured two(More)
OBJECTIVE The recent introduction of substance abuse treatment measures to the Health Plan Employer and Data Information Set (HEDIS) highlights the importance of this area for managed care organizations (MCOs). Particularly challenging are members first diagnosed in an emergency department (ED). STUDY DESIGN Retrospective claims analysis. METHODS Claims(More)
Since virtual objects do not prevent users from penetrating them, a virtual environment user may place his real hand inside a virtual object. If the virtual environment system prevents the user's hand avatar from penetrating the object, the hand avatar must be placed somewhere other than the user's real hand position. I propose a technique, named MACBETH(More)
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