Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
Being there: the subjective experience of presence
Presence: Teleoperators and Virtual Environments
Taking steps: the influence of a walking technique on presence in virtual reality
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on virtual reality software and technology
Moving objects in space: exploiting proprioception in virtual-environment interaction
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
The integrality of speech in multimodal interfaces
ACM Transactions on Computer-Human Interaction (TOCHI)
Supporting presence in collaborative environments by haptic force feedback
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction and collaborative virtual environments
“Put-that-there”: Voice and gesture at the graphics interface
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
VR '99 Proceedings of the IEEE Virtual Reality
Multisensory Data Sensualization based on Human Perception
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
A Map-Based System Using Speech and 3D Gestures for Pervasive Computing
ICMI '02 Proceedings of the 4th IEEE International Conference on Multimodal Interfaces
Increasing the Effective Egocentric Field of View with Proprioceptive and Tactile Feedback
VR '04 Proceedings of the IEEE Virtual Reality 2004
Projection-Based Olfactory Display with Nose Tracking
VR '04 Proceedings of the IEEE Virtual Reality 2004
Food Simulator: A Haptic Interface for Biting
VR '04 Proceedings of the IEEE Virtual Reality 2004
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
A Conceptual Model of the Sense of Presence in Virtual Environments
Presence: Teleoperators and Virtual Environments
A novel wearable device to present localized sensation of wind
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Indicating wind direction using a fan-based wind display
EuroHaptics'12 Proceedings of the 2012 international conference on Haptics: perception, devices, mobility, and communication - Volume Part II
Windy sight surfers: sensing and awareness of 360° immersive videos on the move
Proceedings of the 11th european conference on Interactive TV and video
Immersive 360° mobile video with an emotional perspective
Proceedings of the 2013 ACM international workshop on Immersive media experiences
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One of the goals in the design of virtual environments (VE) is to give the user the feeling of existence within the VE, known as presence. Employing multimodality is one way to increase presence, and as such, numerous multimodal input and output devices have been used in the context of virtual reality (VR). However, the simulation and investigation into the effects of the wind (or air flow) has not been treated much in the VR research community. In this paper, we introduce a wind display system, called the "WindCube," designed for virtual reality applications. The WindCube consists of a number of small fans attached to a cubical structure in which a VR system user interacts with the VE. We first discuss the design parameters of the proposed display device such as the type of the fan used, and the appropriate number, locations and directions of the fans in relation to providing the minimum level of the wind effects and enhanced presence. In order to simulate the effects of the wind, a wind field is first specified within the virtual environment. We describe how the specified wind field is rendered to the user through the proposed device. Finally, we investigate the effects of the proposed wind display to user felt presence through an experiment. It is our belief that wind display is very important and cost effective modality to consider and employ, because it involves "air," a medium that makes the VE felt more "livable," in contrast to many VE's that looks vaccum.