This poster presents the use of Augmented Reality (AR) and Virtual Reality (VR) to tackle 4 amongst the “14 Grand Challenges for Engineering in the 21st Century” identified by National Academy of Engineering. AR and VR are the technologies of the present and the future. AR creates a composite view by adding digital content to a real world view, often by using the camera of a smartphone and VR creates an immersive view where the user’s view is often cut off from the real world. The 14 challenges identify areas of science and technology that are achievable and sustainable to assist people and the planet to prosper. The 4 challenges tackled using AR/VR application in this poster are: Enhance virtual reality, Advance personalized learning, Provide access to clean water, and Make solar energy affordable. The solar system VR application is aimed at tackling two of the engineering challenges: (1) Enhance virtual reality and (2) Advance personalized learning. The VR application assists the user in visualizing and understanding our solar system by using a VR headset. It includes an immersive 360 degree view of our solar system where the user can use controllers to interact with celestial bodies-related information and tomore »
This content will become publicly available on August 1, 2023
Use of Scaling to Improve Reach in Virtual Reality for People with Parkinson’s Disease
This research investigates the effect of scaling in virtual reality to improve the reach of users with Parkinson’s disease (PD). People with PD have limited reach, often due to impaired postural stability. We investigated how virtual reality (VR) can improve reach during and after VR exposure. Participants played a VR game where they smashed water balloons thrown at them by crossing their midsection. The distance the balloons were thrown at increased and decreased based on success or failure. Their perception of the distance and their hand were scaled in three counterbalanced conditions: under-scaled (scale = 0:83), not-scaled (scale = 1), and over-scaled (scale = 1:2), where the scale value is the ratio between the virtual reach that they perceive in the virtual environment (VE) and their actual reach. In each study condition, six data were measured - 1. Real World Reach (pre-exposure), 2. Virtual Reality Baseline Reach, 3. Virtual Reality Not-Scaled Reach, 4. Under-Scaled Reach, 5. Over-Scaled Reach, and 6. Real World Reach (post-exposure). Our results show that scaling a person’s movement in virtual reality can help improve reach. Therefore, we recommend including a scaling factor in VR games for people with Parkinson’s disease.
- Award ID(s):
- 2104819
- Publication Date:
- NSF-PAR ID:
- 10358482
- Journal Name:
- IEEE International Conference on Serious Games and Applications for Health
- ISSN:
- 2330-5649
- Sponsoring Org:
- National Science Foundation
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