39 results on '"Walking simulator"'
Search Results
2. Jeux de voies et jeux de voix
- Author
-
Charles Meyer
- Subjects
sound writing ,walking simulator ,ludomusicology ,semiopragmatics ,acousmatic narrator ,transdiegeticity ,Recreation. Leisure ,GV1-1860 - Abstract
Through a study of the walking simulator genre, this paper focuses on game sound writing. First, Dear Esther: Landmark Edition (DE:LE) is presented as a well-documented example of the walking simulator genre. Then, a sound and semiopragmatic analysis of the first chapter of DE:LE explains how discursive strategies, aimed at subverting the first person shooter genre, are enacted by this game to signify its ludic proposition. Finally, this paper demonstrates how the experiences of DE:LE are framed by the creation of tensions within the acoustic ecology by an acousmatic narrator, which is identified as a genre-defining figure in the sound writing of the walking simulator.
- Published
- 2023
- Full Text
- View/download PDF
3. Development of the Legs Fixation Mechanism for Lokomat Therapy Training Device
- Author
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Dolgirev, Andrei, Maltseva, Natalia, Chaari, Fakher, Series Editor, Haddar, Mohamed, Series Editor, Kwon, Young W., Series Editor, Gherardini, Francesco, Series Editor, Ivanov, Vitalii, Series Editor, Cavas-Martínez, Francisco, Series Editor, Trojanowska, Justyna, Series Editor, Indeitsev, D.A., editor, and Krivtsov, A.M., editor
- Published
- 2020
- Full Text
- View/download PDF
4. To Save What’s Gone : Videogames as Eulogy
- Author
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Schniz, Felix, Rauscher, Andreas, Series Editor, Elmenreich, Wilfried, editor, Schallegger, René Reinhold, editor, Schniz, Felix, editor, Gabriel, Sonja, editor, Pölsterl, Gerhard, editor, and Ruge, Wolfgang B., editor
- Published
- 2019
- Full Text
- View/download PDF
5. Can We Programme Utopia? The Influence of the Digital Neoliberal Discourse on Utopian Videogames
- Author
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Luis Navarrete-Cardero and Juan J. Vargas-Iglesias
- Subjects
capitalism ,utopia ,videogame ,walking simulator ,procedural rhetoric ,Communication. Mass media ,P87-96 ,Communities. Classes. Races ,HT51-1595 - Abstract
This article has a dual purpose. The first is to establish the relationship between videogames and utopia in the neoliberal era and clarify the origins of this compromise in the theoretical dimension of game studies. The second is to examine the ways in which there has been an application of the utopian genre throughout videogame history (the style of procedural rhetoric and the subgenre of walking simulator) and the way in which the material dimension of the medium ideologically updates the classical forms of that genre, be it through activation or deactivation. The article concludes with an evaluation of the degree in which the neoliberal discourse interferes with the understanding of utopia on behalf of the medium and with its imaginary capabilities to allow for an effective change in social reality.
- Published
- 2018
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6. Unsettling embodied literacy in QWOP the walking simulator.
- Author
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Stark, Doug
- Subjects
RECREATIONAL mathematics ,VIDEO games ,LITERACY ,WALKING ,GRAMMAR ,REIFICATION - Abstract
The purpose of this article is twofold: first, to cast a critical eye on an arguably conservative aspect of so-called 'walking simulators' – their walking simulation and second, to position viral browser game QWOP (2008) as an intervention into dominant paradigms of video game walking control. The first half discusses how walking simulators inherit and share a 'grammar of action' for simulating walking with a number of other games (Galloway). I argue this grammar of action constitutes the reification of a particular subject position – one associated with a normative bodymind – in video gameplay via a combination of representations, control procedures and player 'embodied literacy' (Keogh). The second half considers QWOP's alternate grammar of walking simulation and how this precipitates a different relationship between player and video game, prompting questions about distributed cognition, intentionality, failure and what it means for a game to be critical. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
7. 'Turn back from this cave': The weirdness of Beginner's Guide.
- Author
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Moulthrop, Stuart
- Subjects
CAVES ,VIDEO game culture ,POETICS - Abstract
This article pursues a deep dive into various enigmas presented by Davey Wreden's second effort, The Beginner's Guide (2015), moving beyond the vexed question of whether the work can count as a game to the perhaps more interesting subject of how the work intervenes in game culture and what it says about the nature of game poetics. The ultimate focus is on the structure of the game, especially in its adoption of a logic of coda, to which the article relates the Derridean notion of supplement. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
8. «Mops blocking the way» Walking simulators, playful nostalgia, and the aesthetics of unresolved authoritarian pasts in online gaming communities
- Author
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Universidad de Sevilla. Departamento de Comunicación Audiovisual, Publicidad y Literatura, Universidad de Sevilla. TIC237: Grupo de Investigación en Comunicación Audiovisual y Videojuegos, Mejía Alandia, Diego A., Navarrete-Cardero, Luis, Universidad de Sevilla. Departamento de Comunicación Audiovisual, Publicidad y Literatura, Universidad de Sevilla. TIC237: Grupo de Investigación en Comunicación Audiovisual y Videojuegos, Mejía Alandia, Diego A., and Navarrete-Cardero, Luis
- Abstract
This paper considers the two short indie video games It’s Winter (2019) and ROJO: A Spanish Horror Experience (2020) as a comparative case study suggesting that the walking simulator genre is an exceptional vehicle for a playful communal explo-ration of authoritarian pasts, inasmuch as the nostalgic aesthetics and historical backdrops of these games—post-Soviet and post-Francoist nostalgia, respectively—made them go viral in their home countries when released, stirring up controver-sy in the local press as well as in various digital forums. Following a qualitative method design, our study aims to answer the question: do these games have the desire to become a representation of the past or are they just examples of how new generations of gamers relate to it? With this in mind, we analyzed nostalgic dis-courses found in the comment sections of online streaming parties, press coverage, and official websites of both games. After analyzing 711 interactions on It’s Winterand 599 on ROJO, we found marked social differences in the discursive approach to the games’ nostalgic aesthetics as well as differences across platforms, particu-larly in the case of ROJO. Our analysis shows that these games do nottalk about the past in a historical or narrative sense, rather the aesthetic legacy of the spaces represented relates them to historical processes of unresolved national pasts., Este artículo examina dos breves videojuegosindependientes, It’s Winter (2019) y ROJO: A Spanish Horror Experience (2020), como un estudio de caso comparativo para sugerir el uso de su género videolúdico (walking simulator) como un vehículo excepcional para la exploración colectiva de pasados autoritarios, en la medida en que sus estéticas nostálgicas y trasfondos históricos —nostalgia postsoviética y nostalgia franquista, respectivamente— los hicieron virales en sus países de origen en el momento de sus lanzamientos, generando tanto controversia como debate en la prensa local, así como en diversos foros digitales. Siguiendo una metodología cualitativa, este estudio apunta a responder a la pregunta: ¿tienen estos videojue-gos el deseo de convertirse en representaciones del pasado o, son simplemente ejemplos de cómo las nuevas generaciones de videojugadores se relacionan con el mismo? Con este propósito, se analizan los discursos nostálgicos encontrados en las secciones de comentarios de streaming parties, distintas comunidades online y páginas oficiales de ambos juegos. El análisis de 711 comentarios sobre It’s Wintery 599 sobre ROJO, muestra que existen diferencias substanciales en la manera que estos discursos abordan la estética nostálgica de los videojuegos de un país a otro, así como entre plataformas, particularmente en el caso de ROJO. Finalmente, el estudio muestra que estos juegos no hablan del pasado en un sentido histórico, sino que su experiencia estética del presente los relaciona con el pasado irresuelto de los espacios representados.
- Published
- 2023
9. The Walking Simulator’s Generic Experiences
- Author
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Hugo Montembeault, M. and Maxime Deslongchamps-Gagnon, M.
- Subjects
Walking simulator ,Video game genre ,Generic experience ,Generic resource ,Generic effect ,Discourse ,Computer software ,QA76.75-76.765 - Abstract
This article examines walking simulators through the lens of video game genre study. Following Arsenault’s (2011) thesis which theorized genre as the “temporary crystallization of a common cultural consensus” (pp. 333–334), it maps the shared horizon of expectations of the walking simulator. The first section presents an overview of genre theory in the field of game studies. The second part assembles a corpus of five iconic walking simulators based on a discourse analysis conducted in four gaming communities: scholars, journalists, designers, and Steam users. The third portion builds on this discourse analysis to conceptualize five clusters of “generic resources” (Gregersen, 2014) that synthesize the collective understanding of the walking simulator’s generic experiences, which are then analyzed in the final segment with reference to one exemplar game of the corpus. Each analysis introduces a specific “generic effect” (Arsenault, 2011)—peacefulness, secretiveness, fatalism, everydayness, and self-reflexive distanciation—that contributes to ongoing efforts to outline the experiences of this genre. The conclusion ends witha brief discussion about the importance of transgeneric studies.
- Published
- 2019
10. From Walking Simulator to Ambience Action Game
- Author
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Felix Zimmermann and Christian Huberts
- Subjects
Walking Simulator ,Ambience Action Game ,Explorative Game ,Awareness Game ,Ambience Act ,Atmosphere ,Computer software ,QA76.75-76.765 - Abstract
When Dear Esther (The Chinese Room, 2012) was released in 2012 as a standalone game, the new “walking simulator” genre name came into popular use. The term implies a banalization of game design while also missing the core characteristics of the games subsumed under it and, therefore, lacks epistemological value. Following this notion, we offer “ambience action game” as an alternative to provide an epistemological tool which enables researchers to appreciate the genre’s cultural significance as a continuation of practices of atmospheric experience. The proposed term offers myriad starting points for analysis and future research by unifying well-received game studies theories with the barely recognized—at least in game studies discourse—philosophical theory of atmospheres. Consequently, this article is a contribution to an affective turn in game studies, which takes player experience beyond the act of play seriously
- Published
- 2019
11. Characteristics of a Walking Simulator with Parallel Manipulators
- Author
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Elías, Dante, Callupe, Rocío, Ceccarelli, Marco, Ceccarelli, Marco, Series editor, Kecskeméthy, Andrés, editor, and Geu Flores, Francisco, editor
- Published
- 2015
- Full Text
- View/download PDF
12. From Walking Simulator to Reflective Simulator: A Practice-Based Perspective.
- Author
-
Ferland-Beauchemin, Alexandra, Hawey, Dave, and Benoit, Jocelyn
- Subjects
- *
VIDEO game design , *LABELS , *VIDEO games , *AESTHETIC experience - Abstract
The aim of this paper is to contribute both theoretically and methodologically to discussions on walking simulator video games. We base our reflection on results grounded in a video game design project conducted as part of our master's thesis. Our research perspective is rooted in pragmatist and constructivist theories of design, such as the epistemology of practice (Schön, 1983; 1992) and project-grounded research (Findeli, 2005). To define the player's experience, we relied on John Dewey's (1934) concept of aesthetic experience. In this context, an individual's experience is characterised as reflective, i.e., meaningful, introspective, creative, and situated. Our project consisted in designing a tailored reflective experience for a unique player--the designer's younger sister. This involved creating a playable prototype featuring gameplay characteristics that game theorists and critics might consider elements of a walking simulator. We describe how the player had a reflective experience both during her interaction with the game and thereafter. Adopting a reflective approach allowed us to better describe and appreciate the life-changing potential of simulators and to ultimately shed light on their capabilities, rather than concentrate on their limitations (Clarke, 2017). We therefore propose a new label, namely, "reflective simulator," as a way to contribute to theoretical discussions about walking simulators. This case study provides a methodological contribution to the field of game studies by describing and reflecting upon the theoretical anchors underpinning game design. [ABSTRACT FROM AUTHOR]
- Published
- 2019
13. From Walking Simulator to Ambience Action Game: A Philosophical Approach to a Misunderstood Genre.
- Author
-
Zimmermann, Felix and Huberts, Christian
- Subjects
- *
GAMES , *GAME theory , *CULTURAL landscapes - Abstract
When Dear Esther (The Chinese Room, 2012) was released in 2012 as a standalone game, the new "walking simulator" genre name came into popular use. The term implies a banalization of game design while also missing the core characteristics of the games subsumed under it and, therefore, lacks epistemological value. Following this notion, we offer "ambience action game" as an alternative to provide an epistemological tool which enables researchers to appreciate the genre's cultural significance as a continuation of practices of atmospheric experience. The proposed term offers myriad starting points for analysis and future research by unifying well-received game studies theories with the barely recognized--at least in game studies discourse--philosophical theory of atmospheres. Consequently, this article is a contribution to an affective turn in game studies, which takes player experience beyond the act of play seriously. [ABSTRACT FROM AUTHOR]
- Published
- 2019
14. The Walking Simulator's Generic Experiences.
- Author
-
Montembeault, Hugo and Deslongchamps-Gagnon, Maxime
- Subjects
- *
GENRE studies , *DISCOURSE analysis , *VIDEO game culture , *VIDEO games , *GAME theory , *WALKING , *USER-centered system design - Abstract
This article examines walking simulators through the lens of video game genre study. Following Arsenault's (2011) thesis which theorized genre as the "temporary crystallization of a common cultural consensus" (pp. 333-334), it maps the shared horizon of expectations of the walking simulator. The first section presents an overview of genre theory in the field of game studies. The second part assembles a corpus of five iconic walking simulators based on a discourse analysis conducted in four gaming communities: scholars, journalists, designers, and Steam users. The third portion builds on this discourse analysis to conceptualize five clusters of "generic resources" (Gregersen, 2014) that synthesize the collective understanding of the walking simulator's generic experiences, which are then analyzed in the final segment with reference to one exemplar game of the corpus. Each analysis introduces a specific "generic effect" (Arsenault, 2011)--peacefulness, secretiveness, fatalism, everydayness, and self-reflexive distanciation--that contributes to ongoing efforts to outline the experiences of this genre. The conclusion ends with a brief discussion about the importance of transgeneric studies. [ABSTRACT FROM AUTHOR]
- Published
- 2019
15. Low-Asymmetry Interface for Multiuser VR Experiences with Both HMD and Non-HMD Users
- Author
-
Qimeng Zhang, Ji-Su Ban, Mingyu Kim, Hae Won Byun, and Chang-Hun Kim
- Subjects
low-asymmetry interface ,walking simulator ,shared experience ,multiuser VR ,Chemical technology ,TP1-1185 - Abstract
We propose a low-asymmetry interface to improve the presence of non-head-mounted-display (non-HMD) users in shared virtual reality (VR) experiences with HMD users. The low-asymmetry interface ensures that the HMD and non-HMD users’ perception of the VR environment is almost similar. That is, the point-of-view asymmetry and behavior asymmetry between HMD and non-HMD users are reduced. Our system comprises a portable mobile device as a visual display to provide a changing PoV for the non-HMD user and a walking simulator as an in-place walking detection sensor to enable the same level of realistic and unrestricted physical-walking-based locomotion for all users. Because this allows non-HMD users to experience the same level of visualization and free movement as HMD users, both of them can engage as the main actors in movement scenarios. Our user study revealed that the low-asymmetry interface enables non-HMD users to feel a presence similar to that of the HMD users when performing equivalent locomotion tasks in a virtual environment. Furthermore, our system can enable one HMD user and multiple non-HMD users to participate together in a virtual world; moreover, our experiments show that the non-HMD user satisfaction increases with the number of non-HMD participants owing to increased presence and enjoyment.
- Published
- 2021
- Full Text
- View/download PDF
16. Dem Spiel das Spielerische entnehmen. Das Genre des Walking Simulators als diskursive und spieltheoretische Krise
- Author
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Böhm, Julia
- Subjects
Walking Simulator ,spieltheoretisch ,Genre ,Spiel ,Krise - Published
- 2023
- Full Text
- View/download PDF
17. A Study on Immersion and VR Sickness in Walking Interaction for Immersive Virtual Reality Applications.
- Author
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Jiwon Lee, Mingyu Kim, and Jinmo Kim
- Subjects
- *
VIRTUAL reality , *COMPUTER simulation , *SIMULATOR sickness , *WILCOXON signed-rank test , *STATISTICAL hypothesis testing - Abstract
This study analyzes walking interaction to enhance the immersion and minimize virtual reality (VR) sickness of users by conducting experiments. In this study, the walking interaction is composed of three steps using input devices with a simple structure that can be easily used by anyone. The first step consists of a gamepad control method, which is the most popular but has low presence. The second step consists of a hand-based walking control interface, which is mainly used for interaction in VR applications. The last step consists of a march-in-place detection simulator that interacts with the legs-the key body parts for walking. Four experiments were conducted to determine the degree of direct expression of intention by users in the course of walking interactions that can improve immersion, presence, and prevent VR sickness in VR applications. With regard to the experiments in this study, survey experiments were conducted for general users using the Wilcoxon test, a presence questionnaire, and simulator sickness questionnaire (SSQ). In addition, the technical performance of the VR scenes used in the experiment was analyzed. The experimental results showed that higher immersion was achieved when interactions that felt closer to real walking were provided in VR. Furthermore, it was found that even control methods with a simple structure could be used for walking interactions with minimal VR sickness. Finally, a satisfactory presence was found in VR if the user was able interact using his or her own legs. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
18. Walking simulator for the electrostatic testing of floorcoverings
- Author
-
Tahir, Hasan Riaz, Malengier, Benny, Hertleer, Carla, and Van Langenhove, Lieva
- Subjects
Fully automated testing ,Technology and Engineering ,Electrostatic waveform ,Walking simulator ,Electrostatic Charges ,Dwell time ,Electrostatic characterization - Abstract
The electrostatic characterization was performed using a walking simulator to validate it for a fully automated test procedure using different dwell times between moves and time of the test. An existing standard ISO 6356 measures the voltage created by a human walking on a carpet under controlled settings. To generate the electrostatic charge, a walking person executes the actual test process and manually calculates the findings. The newly constructed walking simulator, on the other hand, does not require a person to compute peaks and valleys for the created electrostatic charges, which improves precision, consistency, and reproducibility while also removing human error. The electronic platform is supplemented with an automated foot that walks on the floorcoverings for a fully automated exam. Three different dwell times between the moves of the automated simulator have been examined to see its effect on the electrostatic charge generation waveform amplitude and peaks values. We conclude that the thickness of the waveform is directly related to the dwell time between the move. The peaks voltage and the amplitude of the electrostatic waveform of the walking simulator are decreased with an increase in dwell times. The amplitude of the Electrostatic wave increases with the increase in testing time at the same frequency, pressure, and stepping height, which shows that the generation of electrostatic charges increases until a saturation point.
- Published
- 2022
- Full Text
- View/download PDF
19. Walking through the Past: The Mechanics and Player Experience of Haunting, Obsession and Trauma in Layers of Fear.
- Author
-
Marak, Katarzyna
- Subjects
- *
VIDEO games & psychology , *EMOTIONS - Abstract
Layers of Fear, a 2016 psychological horror game by Bloober Team, is a story-oriented walking simulator. While many walking simulators focus on uncovering the past, Layers of Fear centres on the experience of being haunted by the past. The gameplay narrates a tragic story and the complex relation of the protagonist with his past from which he cannot escape: his fear, his obsession and the endless cycle of his madness. Most importantly, this experience is not constructed in the game by providing the players with journal entries or letters to read, but by allowing them to literally walk through the past, among material representations of memories and emotions, as the house itself shifts through various layers and moments of time both before and after the tragic events that haunt the protagonist. This paper focuses on the unique delivery of experiencing past events used in Layers of Fear, as well as the concept of haunting, trauma and obsession central to both the game and gameplay. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
20. Simul-marcheur : configurer le jeu vidéo différemment
- Author
-
Turcotte-Talbot, Michaël and Therrien, Carl
- Subjects
narratologie ,genre ,storytelling ,gameplay ,cognitivism ,jouabilité ,cognitivisme ,video games ,jeux vidéo ,récit ,walking simulator ,narratology - Abstract
Cette recherche utilise la création d’un nouveau genre de jeux vidéo hyper-narratifs, les walking simulators, comme prétexte pour revisiter des théories liées à la narratologie et aux études du jeu vidéo de prime abord inadaptées à cette nouvelle manifestation vidéoludique. Les points de discordances sont soulevés pour enrichir le bagage théorique du champ des études du jeu vidéo en essayant de créer un compromis et une ouverture aux œuvres vidéoludiques dont la jouabilité est moins primordiale à l’expérience de la joueuse. En prenant comme point de départ la définition du jeu vidéo classique de Jesper Juul et la proposition d’une nouvelle configuration médiatique, dans le sens entendu par Philippe Marion, ce mémoire tente par la suite de mieux définir cette nouvelle configuration en analysant étroitement la relation qu’entretiennent la jouabilité, le récit et la joueuse., This research uses the creation of a new genre of hyper-narrative video games, the walking simulator, as a pretext to revisit theories related to narratology and video games studies that are at first glance unsuited to this new type of video game manifestation. Points of discordance are raised to enrich the theoretical background of the field of video game studies by trying to create a compromise and an opening to video games whose gameplay is less essential to the player's experience. Taking as a starting point Jesper Juul's definition of the classic video game and the proposal of a new media configuration, in the sense understood by Philippe Marion, this dissertation then attempts to better define this new configuration by closely analysing the relationship between playability, narrative and the player.
- Published
- 2021
21. Low-Asymmetry Interface for Multiuser VR Experiences with Both HMD and Non-HMD Users
- Author
-
Ji Su Ban, Mingyu Kim, Qimeng Zhang, Chang-Hun Kim, and Hae Won Byun
- Subjects
Computer science ,InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.,HCI) ,Interface (computing) ,media_common.quotation_subject ,Movement ,02 engineering and technology ,Walking ,Virtual reality ,computer.software_genre ,lcsh:Chemical technology ,Biochemistry ,Article ,Analytical Chemistry ,User-Computer Interface ,InformationSystems_MODELSANDPRINCIPLES ,Human–computer interaction ,Perception ,0202 electrical engineering, electronic engineering, information engineering ,Humans ,lcsh:TP1-1185 ,Electrical and Electronic Engineering ,Instrumentation ,media_common ,ComputingMethodologies_COMPUTERGRAPHICS ,05 social sciences ,User satisfaction ,shared experience ,Virtual Reality ,050301 education ,020207 software engineering ,Atomic and Molecular Physics, and Optics ,walking simulator ,multiuser VR ,Visualization ,low-asymmetry interface ,Virtual machine ,0503 education ,computer ,Mobile device - Abstract
We propose a low-asymmetry interface to improve the presence of non-head-mounted-display (non-HMD) users in shared virtual reality (VR) experiences with HMD users. The low-asymmetry interface ensures that the HMD and non-HMD users&rsquo, perception of the VR environment is almost similar. That is, the point-of-view asymmetry and behavior asymmetry between HMD and non-HMD users are reduced. Our system comprises a portable mobile device as a visual display to provide a changing PoV for the non-HMD user and a walking simulator as an in-place walking detection sensor to enable the same level of realistic and unrestricted physical-walking-based locomotion for all users. Because this allows non-HMD users to experience the same level of visualization and free movement as HMD users, both of them can engage as the main actors in movement scenarios. Our user study revealed that the low-asymmetry interface enables non-HMD users to feel a presence similar to that of the HMD users when performing equivalent locomotion tasks in a virtual environment. Furthermore, our system can enable one HMD user and multiple non-HMD users to participate together in a virtual world, moreover, our experiments show that the non-HMD user satisfaction increases with the number of non-HMD participants owing to increased presence and enjoyment.
- Published
- 2021
22. Development of Virtual Reality Walking Collision Detection Test on Head-mounted display.
- Author
-
Hwang AD, Peli E, and Jung JH
- Abstract
Detecting and avoiding collisions during walking is critical for safe mobility. To determine the effectiveness of clinical interventions, a realistic objective outcome measure is needed. A real-world obstacle course with moving hazards has numerous limitations (e.g., safety concerns of physical collision, inability to control events, maintaining event consistency, and event randomization). Virtual reality (VR) platforms may overcome such limitations. We developed a VR walking collision detection test using a standalone head-mounted display (HMD, Meta Quest 2) with the Unity 3D engine to enable subjects' physical walking within a VR environment (i.e., a busy shopping mall). The performance measures focus on the detection and avoidance of potential collisions, where a pedestrian may (or may not) walks toward a collision with the subject, while various non-colliding pedestrians are presented simultaneously. The physical space required for the system was minimized. During the development, we addressed expected and unexpected hurdles, such as mismatch of visual perception of VR space, limited field of view (FOV) afforded by the HMD, design of pedestrian paths, design of the subject task, handling of subject's response (detection or avoidance behavior), use of mixed reality (MR) for walking path calibration. We report the initial implementation of the HMD VR walking collision detection and avoidance scenarios that showed promising potential as clinical outcome measures.
- Published
- 2023
- Full Text
- View/download PDF
23. In vitro study of foot kinematics using a dynamic walking cadaver model
- Author
-
Nester, C.J., Liu, A.M., Ward, E., Howard, D., Cocheba, J., Derrick, T., and Patterson, P.
- Subjects
- *
BIOMECHANICS , *RANGE of motion of joints , *KINEMATICS , *WALKING - Abstract
Abstract: There is a dearth of information on navicular, cuboid, cuneiform and metatarsal kinematics during walking and our objective was to study the kinematic contributions these bones might make to foot function. A dynamic cadaver model of walking was used to apply forces to cadaver feet and mobilise them in a manner similar to in vivo. Kinematic data were recorded from 13 cadaver feet. Given limitations to the simulation, the data describe what the cadaver feet were capable of in response to the forces applied, rather than exactly how they performed in vivo. The talonavicular joint was more mobile than the calcaneocuboid joint. The range of motion between cuneiforms and navicular was similar to that between talus and navicular. Metatarsals four and five were more mobile relative to the cuboid than metatarsals one, two and three relative to the cuneiforms. This work has confirmed the complexity of rear, mid and forefoot kinematics. The data demonstrate the potential for often-ignored foot joints to contribute significantly to the overall kinematic function of the foot. Previous emphasis on the ankle and sub talar joints as the principal articulating components of the foot has neglected more distal articulations. The results also demonstrate the extent to which the rigid segment assumptions of previous foot kinematics research have over simplified the foot. [Copyright &y& Elsevier]
- Published
- 2007
- Full Text
- View/download PDF
24. Walking simulator: los caminos del videojuego y el arte
- Author
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Maté, Diego Enrique
- Subjects
JUEGO ,VIDEOJUEGO ,purl.org/becyt/ford/5 [https] ,purl.org/becyt/ford/5.8 [https] ,ARTE ,SOCIOSEMIÓTICA ,WALKING SIMULATOR - Abstract
El surgimiento de una forma discursiva como la del llamado walking simulator en 2012 y su posterior expansión suponen una nueva modulación productiva del videojuego bajo la rúbrica del art game. Utilizada primero de manera despectiva, la etiqueta de walking simulator pasó a designar un conjunto de juegos con una propuesta inédita que consiste en la centralización del acto de caminar y, al mismo tiempo, en la atenuación de elementos de orden lúdico, como la presencia de una red de objetivos y de tareas por cumplir. De ese terreno híbrido y oscilante surgen juegos que actualizan el repertorio de figuras enunciativas del medio, dominado históricamente por la del jugador, que ahora se articula con otras nuevas. El análisis de tres casos permite observar cómo el videojuego desarrolla nuevas propuestas de contacto discursivo. O surgimento de uma forma discursiva como a do chamado walking simulator em 2012 e sua subsequente expansão representam uma nova modulação produtiva do jogo na rubrica do art game. Usado primeiro de forma depreciativa, o rótulo walking simulator passou a designar um conjunto de jogos com uma proposta inédita que consiste em centralizar o ato de caminhar e, ao mesmo tempo, em elementos atenuantes de uma ordem lúdica, como o presença de uma rede de objetivos e tarefas a serem cumpridas. A partir desse terreno híbrido e oscilante surgem jogos que atualizam o repertório de figuras enunciativas do médium, historicamente dominado pelo do jogador, que agora é articulado com novas figuras. A análise de três casos permite observar como o videogame desenvolve novas propostas de contato discursivo. The emergence of a discursive form such as the so-called walking simulator in 2012 and its subsequent expansion represents a new productive modulation of the game under the rubric of the art game. Used first in a derogatory way, the walking simulator label went on to designate a set of games with an unprecedented proposal consisting of centralizing the act of walking and, at the same time, in attenuating elements of a playful order, such as the presence of a network of objectives and tasks to be fulfilled. From this hybrid and oscillating terrain arise games that update the repertoire of enunciative figures of the medium, historically dominated by that of the player, which is now articulated with new ones. The analysis of three cases allows to observe how the videogame develops new proposals of discursive contact. Fil: Maté, Diego Enrique. Universidad Nacional de las Artes. Área Transdepartamental de Crítica de Artes; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas; Argentina
- Published
- 2019
25. Walking simulator: los caminos del videojuego y el arte
- Author
-
Maté, Diego and Maté, Diego
- Abstract
El surgimiento de una forma nueva como la del llamado walking simulator en 2012 y su posterior expansión suponen una nueva modulación productiva del videojuego bajo la rúbrica del art game. Utilizada primero de manera despectiva, la etiqueta de walking simulator pasó a designar un conjunto de juegos con una propuesta inédita que consiste en la centralización del acto de caminar y, al mismo tiempo, en la debilitación (o desaparición, incluso) de elementos de orden lúdico, como la presencia de una red de objetivos y de tareas por cumplir. De ese terreno híbrido y oscilante surgieron juegos cuya singular propuesta discursiva se analizará en este trabajo a partir de tres casos.
- Published
- 2019
26. Creación de escenario VR en UE4
- Author
-
Ripoll Tarré, Marc, Pérez Latorre, Iván, Ripoll Tarré, Marc, and Pérez Latorre, Iván
- Abstract
La tecnología VR está en constante evolución, cada vez son más los motores comerciales que permiten a cualquier persona hacer su propio juego, ahora también en VR. Es sencillo buscar información sobre cómo hacer escenarios para un videojuego en UE o en Unity, pero no hay tanta información sobre cómo hacerlo de manera óptima para VR. A través de una serie de fases de desarrollo y con ayuda de potentes herramientas punteras como Zbrush o Substance Painter, crearemos un entorno VR basado en el superhéroe de DC Comics: Batman. Recreando la Batcueva. También servirá a modo de tutorial sobre modelado 3D, texturizado y renderizado.
- Published
- 2019
27. The Study of Walking, Walkability and Wellbeing in Immersive Virtual Environments
- Author
-
Hila Levit, Itzhak Omer, Amit Birenboim, and Pazit Ben-Nun Bloom
- Subjects
VR ,Computer science ,Ecological validity ,Health, Toxicology and Mutagenesis ,0211 other engineering and technologies ,lcsh:Medicine ,immersive virtual environment ,Walking ,02 engineering and technology ,eye tracking ,Article ,03 medical and health sciences ,wellbeing ,0302 clinical medicine ,Human–computer interaction ,heart rate ,Humans ,030212 general & internal medicine ,Correlational analysis ,Set (psychology) ,Gait ,walkability ,lcsh:R ,Public Health, Environmental and Occupational Health ,021107 urban & regional planning ,walking simulator ,electrodermal activity ,mobility ,Walkability ,Gait analysis ,gait analysis ,Eye tracking ,Self Report ,Immersive virtual environment - Abstract
Recent approaches in the research on walkable environments and wellbeing go beyond correlational analysis to consider the specific characteristics of individuals and their interaction with the immediate environment. Accordingly, a need has been accentuated for new human-centered methods to improve our understanding of the mechanisms underlying environmental effects on walking and consequently on wellbeing. Immersive virtual environments (IVEs) were suggested as a potential method that can advance this type of research as they offer a unique combination between controlled experimental environments that allow drawing causal conclusions and a high level of environmental realism that supports ecological validity. The current study pilot tested a walking simulator with additional sensor technologies, including biosensors, eye tracking and gait sensors. Results found IVEs to facilitate extremely high tempo-spatial-resolution measurement of physical walking parameters (e.g., speed, number of gaits) along with walking experience and wellbeing (e.g., electrodermal activity, heartrate). This level of resolution is useful in linking specific environmental stimuli to the psychophysiological and behavioral reactions, which cannot be obtained in real-world and self-report research designs. A set of guidelines for implementing IVE technology for research is suggested in order to standardize its use and allow new researchers to engage with this emerging field of research.
- Published
- 2021
- Full Text
- View/download PDF
28. Can We Programme Utopia? The Influence of the Digital Neoliberal Discourse on Utopian Videogames
- Author
-
Universidad de Sevilla. Departamento de Comunicación Audiovisual, Publicidad y Literatura, Navarrete-Cardero, Luis, Vargas-Iglesias, Juan José, Universidad de Sevilla. Departamento de Comunicación Audiovisual, Publicidad y Literatura, Navarrete-Cardero, Luis, and Vargas-Iglesias, Juan José
- Abstract
This article has a dual purpose. The first is to establish the relationship between videogames and utopia in the neoliberal era and clarify the origins of this compromise in the theoretical dimension of game studies. The second is to examine the ways in which there has been an application of the utopian genre throughout videogame history (the style of procedural rhetoric and the subgenre of walking simulator) and the way in which the material dimension of the medium ideologically updates the classical forms of that genre, be it through activation or deactivation. The article concludes with an evaluation of the degree in which the neoliberal discourse interferes with the understanding of utopia on behalf of the medium and with its imaginary capabilities to allow for an effective change in social reality.
- Published
- 2018
29. Aproximación desde el cibertexto a los espacios narrativos del videojuego : el walking simulator
- Author
-
Martínez-García, Ángeles, Pérez-Gómez, Miguel Ángel, Universidad de Sevilla. Departamento de Comunicación Audiovisual, Publicidad y Literatura, Torre Mesa, Ezequiel de la, Martínez-García, Ángeles, Pérez-Gómez, Miguel Ángel, Universidad de Sevilla. Departamento de Comunicación Audiovisual, Publicidad y Literatura, and Torre Mesa, Ezequiel de la
- Abstract
La presente investigación trata de dilucidar las dinámicas de relación que se establecen entre los textos narrativos y los entornos espaciales de los videojuegos. Para ello nos hemos focalizado desde una perspectiva teórica multidisciplinar tomando como objeto de estudio un subgénero reciente, el walking simulator, en el que analizamos un corpus de cinco de videojuegos que constituyen los principales títulos producidos de esta modalidad. Con objeto de extraer unos parámetros metodológicos de análisis, hemos revisado las principales aportaciones de estudiosos tanto desde el ámbito narratológico como ludológico, donde se explicitan las semejanzas y divergencias conceptuales sobre el término. Además, entre ambas perspectivas, la teoría de los cibertextos nos aporta los conocimientos necesarios sobre los procesos de interactividad entre los textos y la producción de sentido, que nos permite conjugar dentro de un mismo marco la correlación de los relatos con la configuración de los sistemas de juego. Es decir, las dinámicas de interacción que originan los mecanismos de expresión de los espacios narrativos. De esta manera, aunamos diferentes herramientas metodológicas, desde Greimas a Aarseth, con el fin de establecer una estructura o patrón de análisis con proyección a futuras investigaciones sobre narrativa interactiva. Este estudio demuestra que existe una correspondencia entre los actantes y los entornos espaciales sustentado a partir de un sistema lúdico delimitado de acciones y objetivos realizables.
- Published
- 2018
30. Can We Programme Utopia? The Influence of the Digital Neoliberal Discourse on Utopian Videogames
- Author
-
Juan J. Vargas-Iglesias, Luis Navarrete-Cardero, and Universidad de Sevilla. Departamento de Comunicación Audiovisual, Publicidad y Literatura
- Subjects
media_common.quotation_subject ,Videogame ,0507 social and economic geography ,050801 communication & media studies ,Walking simulator ,Capitalism ,050701 cultural studies ,lcsh:Communication. Mass media ,0508 media and communications ,lcsh:HT51-1595 ,Utopia ,Sociology ,capitalism ,Procedural Rhetoric ,media_common ,Communication ,05 social sciences ,Procedural rhetoric ,videogame ,walking simulator ,procedural rhetoric ,lcsh:P87-96 ,Computer Science Applications ,Aesthetics ,utopia ,lcsh:Communities. Classes. Races - Abstract
This article has a dual purpose. The first is to establish the relationship between videogames and utopia in the neoliberal era and clarify the origins of this compromise in the theoretical dimension of game studies. The second is to examine the ways in which there has been an application of the utopian genre throughout videogame history (the style of procedural rhetoric and the subgenre of walking simulator) and the way in which the material dimension of the medium ideologically updates the classical forms of that genre, be it through activation or deactivation. The article concludes with an evaluation of the degree in which the neoliberal discourse interferes with the understanding of utopia on behalf of the medium and with its imaginary capabilities to allow for an effective change in social reality.
- Published
- 2018
31. Aproximación desde el cibertexto a los espacios narrativos del videojuego : el walking simulator
- Author
-
Torre Mesa, Ezequiel de la, Martínez-García, Ángeles, Pérez-Gómez, Miguel Ángel, and Universidad de Sevilla. Departamento de Comunicación Audiovisual, Publicidad y Literatura
- Subjects
Actante ,Lugar ,Narrativa espacial ,Interactividad ,Ergódico ,Videojuego ,Walking simulator ,Cibertexto - Abstract
La presente investigación trata de dilucidar las dinámicas de relación que se establecen entre los textos narrativos y los entornos espaciales de los videojuegos. Para ello nos hemos focalizado desde una perspectiva teórica multidisciplinar tomando como objeto de estudio un subgénero reciente, el walking simulator, en el que analizamos un corpus de cinco de videojuegos que constituyen los principales títulos producidos de esta modalidad. Con objeto de extraer unos parámetros metodológicos de análisis, hemos revisado las principales aportaciones de estudiosos tanto desde el ámbito narratológico como ludológico, donde se explicitan las semejanzas y divergencias conceptuales sobre el término. Además, entre ambas perspectivas, la teoría de los cibertextos nos aporta los conocimientos necesarios sobre los procesos de interactividad entre los textos y la producción de sentido, que nos permite conjugar dentro de un mismo marco la correlación de los relatos con la configuración de los sistemas de juego. Es decir, las dinámicas de interacción que originan los mecanismos de expresión de los espacios narrativos. De esta manera, aunamos diferentes herramientas metodológicas, desde Greimas a Aarseth, con el fin de establecer una estructura o patrón de análisis con proyección a futuras investigaciones sobre narrativa interactiva. Este estudio demuestra que existe una correspondencia entre los actantes y los entornos espaciales sustentado a partir de un sistema lúdico delimitado de acciones y objetivos realizables. Universidad de Sevilla. Máster en Comunicación y Cultura
- Published
- 2018
32. Measuring Pedestrian Collision Detection With Peripheral Field Loss and the Impact of Peripheral Prisms
- Author
-
Jae-Hyun Jung, Merve Tuccar-Burak, Lauren Spano, Cheng Qiu, Eli Peli, and Robert B. Goldstein
- Subjects
Computer science ,Pedestrian detection ,Biomedical Engineering ,Field of view ,Residual ,vision rehabilitation ,03 medical and health sciences ,0302 clinical medicine ,visual field expansion ,retinitis pigmentosa ,prism ,Tunnel vision ,medicine ,peripheral field loss ,Collision detection ,Simulation ,Driving simulator ,Articles ,Collision ,walking simulator ,Preferred walking speed ,Ophthalmology ,030221 ophthalmology & optometry ,tunnel vision ,medicine.symptom ,030217 neurology & neurosurgery - Abstract
Purpose Peripheral field loss (PFL) due to retinitis pigmentosa, choroideremia, or glaucoma often results in a highly constricted residual central field, which makes it difficult for patients to avoid collision with approaching pedestrians. We developed a virtual environment to evaluate the ability of patients to detect pedestrians and judge potential collisions. We validated the system with both PFL patients and normally sighted subjects with simulated PFL. We also tested whether properly placed high-power prisms may improve pedestrian detection. Methods A virtual park-like open space was rendered using a driving simulator (configured for walking speeds), and pedestrians in testing scenarios appeared within and outside the residual central field. Nine normally sighted subjects and eight PFL patients performed the pedestrian detection and collision judgment tasks. The performance of the subjects with simulated PFL was further evaluated with field of view expanding prisms. Results The virtual system for testing pedestrian detection and collision judgment was validated. The performance of PFL patients and normally sighted subjects with simulated PFL were similar. The prisms for simulated PFL improved detection rates, reduced detection response times, and supported reasonable collision judgments in the prism-expanded field; detections and collision judgments in the residual central field were not influenced negatively by the prisms. Conclusions The scenarios in a virtual environment are suitable for evaluating PFL and the impact of field of view expanding devices. Translational Relevance This study validated an objective means to evaluate field expansion devices in reproducible near-real-life settings.
- Published
- 2017
33. Low-Asymmetry Interface for Multiuser VR Experiences with Both HMD and Non-HMD Users.
- Author
-
Zhang, Qimeng, Ban, Ji-Su, Kim, Mingyu, Byun, Hae Won, and Kim, Chang-Hun
- Subjects
USER experience ,VIRTUAL reality ,EXPERIENCE ,SENSORY perception ,VISUALIZATION ,HEAD-mounted displays - Abstract
We propose a low-asymmetry interface to improve the presence of non-head-mounted-display (non-HMD) users in shared virtual reality (VR) experiences with HMD users. The low-asymmetry interface ensures that the HMD and non-HMD users' perception of the VR environment is almost similar. That is, the point-of-view asymmetry and behavior asymmetry between HMD and non-HMD users are reduced. Our system comprises a portable mobile device as a visual display to provide a changing PoV for the non-HMD user and a walking simulator as an in-place walking detection sensor to enable the same level of realistic and unrestricted physical-walking-based locomotion for all users. Because this allows non-HMD users to experience the same level of visualization and free movement as HMD users, both of them can engage as the main actors in movement scenarios. Our user study revealed that the low-asymmetry interface enables non-HMD users to feel a presence similar to that of the HMD users when performing equivalent locomotion tasks in a virtual environment. Furthermore, our system can enable one HMD user and multiple non-HMD users to participate together in a virtual world; moreover, our experiments show that the non-HMD user satisfaction increases with the number of non-HMD participants owing to increased presence and enjoyment. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
34. VIDEOJUEGO EN FASE ALFA
- Author
-
Calap Quintana, Rubén
- Subjects
Lowpoly ,Highpoly ,jugabilidad ,fase” alpha ” ,Unity ,Walking Simulator ,PINTURA ,diseño ,Grado en Bellas Artes-Grau en Belles Arts ,videojuego ,edición 3D ,niveles - Abstract
[ES] En este documento expondré mi trabajo final de grado, de carácter práctico, el cual consiste en el diseño y elaboración de los distintos niveles que aparecerán en un videojuego, actualmente en desarrollo, utilizando para ello el motor gráfico para videojue gos UNITY. El videojuego en cuestión, está siendo elaborado actualmente por una única persona. Debido a este hecho, las características de producción - recursos y personal - son limitadas, incluso para un juego de carácter independiente. He asumido la reali zación en solitario tanto de personajes, diseño, escenografía, modelado 3D, materiales, texturas, animación, sonido y programación. Este juego, de título por determinar, será una experiencia para un solo jugador. Ambientado en diferentes entornos, basados tanto en entornos reales como de propia creación imaginativa , el personaje ira avanzando por los distintos niveles utilizando su inteligencia, percepción y habilidad para llegar hasta el final del recorrido. Los niveles cuentan tanto con escenas de plataf ormas, como con laberintos, puzles y zonas de exploración. En cuanto al apartado artístico y gráfico, se ha optado por modelos de alto nivel de polígonos y un apartado visual realista (no fotorrealista), por este motivo estará destinado a equipos de gama m edia - alta , los requi sitos aparecerán más adelante en el apartado optimización, para poder mover con suavidad y con la máxima calidad gráfica la aplicación. Como resultado práct ico presentar é todos los niveles jugables realizados hasta la fecha dentro de un archivo ejecutable . El desarrollo de la historia no ir á vinculado con la presentación, [EN] In this document I will show my pr actical final degree work, which consists in the use of the graphic engine UNITY to design and create the different levels of a videogame, currently in development . The game is currently being developed by a single person. Due to this fact, the characteristics of production - resources and staff - are limited, even for a n independent game. I have assumed character creation , design, set design, 3D modeling, materials, textures, animation, sound and programming. This game, now without title , will be a single - player experience. Set in different environments, based both in real and imaginary environments, the main character will move through the different levels using their intelligence, perception and ability to reach the end of the journey . The game l evels have platforms, mazes, puzzles and exploration areas. Regarding the artistic and graphic component, high - polygon models and realistic visuals (non - photorealistic) have been chosen. F or this reason, the game will be intended for mid - end computer. T he requirements to move smoothly and with maximum quality graphics this application will appear below in the optimization section . As a practical res ult I will present all levels, which contains the objects, characters and functions created up to date , within an executable file. The development of the story will not be part of the presentation.
- Published
- 2016
35. VIDEOJUEGO EN FASE ALFA
- Author
-
Giner Martínez, Francisco, Universitat Politècnica de València. Facultad de Bellas Artes - Facultat de Belles Arts, Universitat Politècnica de València. Departamento de Pintura - Departament de Pintura, Calap Quintana, Rubén, Giner Martínez, Francisco, Universitat Politècnica de València. Facultad de Bellas Artes - Facultat de Belles Arts, Universitat Politècnica de València. Departamento de Pintura - Departament de Pintura, and Calap Quintana, Rubén
- Abstract
[ES] En este documento expondré mi trabajo final de grado, de carácter práctico, el cual consiste en el diseño y elaboración de los distintos niveles que aparecerán en un videojuego, actualmente en desarrollo, utilizando para ello el motor gráfico para videojue gos UNITY. El videojuego en cuestión, está siendo elaborado actualmente por una única persona. Debido a este hecho, las características de producción - recursos y personal - son limitadas, incluso para un juego de carácter independiente. He asumido la reali zación en solitario tanto de personajes, diseño, escenografía, modelado 3D, materiales, texturas, animación, sonido y programación. Este juego, de título por determinar, será una experiencia para un solo jugador. Ambientado en diferentes entornos, basados tanto en entornos reales como de propia creación imaginativa , el personaje ira avanzando por los distintos niveles utilizando su inteligencia, percepción y habilidad para llegar hasta el final del recorrido. Los niveles cuentan tanto con escenas de plataf ormas, como con laberintos, puzles y zonas de exploración. En cuanto al apartado artístico y gráfico, se ha optado por modelos de alto nivel de polígonos y un apartado visual realista (no fotorrealista), por este motivo estará destinado a equipos de gama m edia - alta , los requi sitos aparecerán más adelante en el apartado optimización, para poder mover con suavidad y con la máxima calidad gráfica la aplicación. Como resultado práct ico presentar é todos los niveles jugables realizados hasta la fecha dentro de un archivo ejecutable . El desarrollo de la historia no ir á vinculado con la presentación, [EN] In this document I will show my pr actical final degree work, which consists in the use of the graphic engine UNITY to design and create the different levels of a videogame, currently in development . The game is currently being developed by a single person. Due to this fact, the characteristics of production - resources and staff - are limited, even for a n independent game. I have assumed character creation , design, set design, 3D modeling, materials, textures, animation, sound and programming. This game, now without title , will be a single - player experience. Set in different environments, based both in real and imaginary environments, the main character will move through the different levels using their intelligence, perception and ability to reach the end of the journey . The game l evels have platforms, mazes, puzzles and exploration areas. Regarding the artistic and graphic component, high - polygon models and realistic visuals (non - photorealistic) have been chosen. F or this reason, the game will be intended for mid - end computer. T he requirements to move smoothly and with maximum quality graphics this application will appear below in the optimization section . As a practical res ult I will present all levels, which contains the objects, characters and functions created up to date , within an executable file. The development of the story will not be part of the presentation.
- Published
- 2016
36. A Matter of Perspective : A Qualitative study of Player-presence in First-person Video Games
- Author
-
Hansson, Mikael, Karlsson, Stefan, Hansson, Mikael, and Karlsson, Stefan
- Abstract
In this study we aimed to investigate the process through which players of video games situate, and form an understanding of their presence within the virtual game environment. This study specifically investigates this process in games played through a first person perspective with the intention of minimising the amount of visual information provided the participants. For this purpose we created two scenarios within a videogame environment specifically design for the study. A total of thirteen participants took part in the study, and after each season a semi structured interview was performed. In a qualitative content analysis we identified patterns and commonalities ascertaining to our line of questioning, and conclude that while the player-presence relationship would appear to be largely dependent on the individual’s type of play, the varying focus on either narratology or ludology in our two scenarios did indeed influence the participants to approach this relationship similarly within the separate groups. Finally we defined four types of player-presence relationship, and how they can be said to relate to the varying ludonarrative dynamics within the two specified genres, as well as the varying types of play observed amongst the participants in our study.
- Published
- 2016
37. Influence des défauts de forme sur les performances d'assemblages : application aux prothèses totales de hanche
- Author
-
Truffaux, Antoine, Centre d'enseignement Cnam Centre (CNAM Centre), and Conservatoire National des Arts et Métiers [CNAM] (CNAM)
- Subjects
[SPI.OTHER]Engineering Sciences [physics]/Other ,Pendule ,Squeaking ,Spinning ,Experimental protocol ,Protocole expérimental ,Prothèse de hanche ,Hip prosthesis ,Walking simulator ,Friction coefficient ,Pendulum ,Coefficient de frottement ,Toupie ,Simulateur de marche - Abstract
The main objective of this paper is to describe the different work on the study of the influence of the shape defects on PTH led up and explained the causes of occurrence of squeaking. In the first part we were able to present the main features designed to reproduce the conditions applied to farms on a Total Hip Replacement (THR). Then throughout this course and particularly the evolution of the friction coefficient in time upon the occurrence of the phenomenon. Finally, we have focused our research on the existence and origin of particle third body influencing the phenomenon.; L’objectif principal de ce mémoire est de décrire les différents travaux menés sur l’étude de l’influence des défauts de forme sur les PTH pouvant menés et expliqués les causes d’apparition du squeaking. En première partie, nous avons pu présenter les principaux dispositifs conçus pour reproduire les conditions d’exploitations appliquées sur une Prothèse Totale de Hanche (PTH). Ensuite, tout au long de ce stage, plus particulièrement l’évolution du coefficient de frottement dans le temps lors de l’apparition du phénomène. Enfin, nous avons orienté nos recherches sur l’existence et l’origine des particules de 3e corps influant sur le phénomène.
- Published
- 2015
38. Measuring Pedestrian Collision Detection With Peripheral Field Loss and the Impact of Peripheral Prisms.
- Author
-
Qiu C, Jung JH, Tuccar-Burak M, Spano L, Goldstein R, and Peli E
- Abstract
Purpose: Peripheral field loss (PFL) due to retinitis pigmentosa, choroideremia, or glaucoma often results in a highly constricted residual central field, which makes it difficult for patients to avoid collision with approaching pedestrians. We developed a virtual environment to evaluate the ability of patients to detect pedestrians and judge potential collisions. We validated the system with both PFL patients and normally sighted subjects with simulated PFL. We also tested whether properly placed high-power prisms may improve pedestrian detection., Methods: A virtual park-like open space was rendered using a driving simulator (configured for walking speeds), and pedestrians in testing scenarios appeared within and outside the residual central field. Nine normally sighted subjects and eight PFL patients performed the pedestrian detection and collision judgment tasks. The performance of the subjects with simulated PFL was further evaluated with field of view expanding prisms., Results: The virtual system for testing pedestrian detection and collision judgment was validated. The performance of PFL patients and normally sighted subjects with simulated PFL were similar. The prisms for simulated PFL improved detection rates, reduced detection response times, and supported reasonable collision judgments in the prism-expanded field; detections and collision judgments in the residual central field were not influenced negatively by the prisms., Conclusions: The scenarios in a virtual environment are suitable for evaluating PFL and the impact of field of view expanding devices., Translational Relevance: This study validated an objective means to evaluate field expansion devices in reproducible near-real-life settings.
- Published
- 2018
- Full Text
- View/download PDF
39. Creación de escenario VR en UE4
- Author
-
Pérez Latorre, Iván and Ripoll Tarré, Marc
- Subjects
VR ,So, imatge i multimèdia::Creació multimèdia::Disseny de videojocs [Àrees temàtiques de la UPC] ,Realitat virtual ,modelado en alta ,Videojocs ,modelado en baja ,texturizado ,UV map ,Walking simulator ,Bakes ,Virtual reality ,Video games ,render ,Retopología ,UE4 - Abstract
La tecnología VR está en constante evolución, cada vez son más los motores comerciales que permiten a cualquier persona hacer su propio juego, ahora también en VR. Es sencillo buscar información sobre cómo hacer escenarios para un videojuego en UE o en Unity, pero no hay tanta información sobre cómo hacerlo de manera óptima para VR. A través de una serie de fases de desarrollo y con ayuda de potentes herramientas punteras como Zbrush o Substance Painter, crearemos un entorno VR basado en el superhéroe de DC Comics: Batman. Recreando la Batcueva. También servirá a modo de tutorial sobre modelado 3D, texturizado y renderizado.
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