Programmable Immersive Peripheral Environmental System (PIPES): A prototype control system for environmental feedback devices. Frend, C. & Boyles, M. In Proceedings of SPIE - The International Society for Optical Engineering, volume 9392, 2015. SPIE. Website doi abstract bibtex This paper describes an environmental feedback device (EFD) control system aimed at simplifying the VR development cycle. Programmable Immersive Peripheral Environmental System (PIPES) affords VR developers a custom approach to programming and controlling EFD behaviors while relaxing the required knowledge and expertise of electronic systems. PIPES has been implemented for the Unity engine and features EFD control using the Arduino integrated development environment. PIPES was installed and tested on two VR systems, a large format CAVE system and an Oculus Rift HMD system. A photocell based end-to-end latency experiment was conducted to measure latency within the system. This work extends previously unpublished prototypes of a similar design. Development and experiments described in this paper are part of the VR community goal to understand and apply environment effects to VEs that ultimately add to users' perceived presence. © 2015 SPIE-IS&T.
@inproceedings{
title = {Programmable Immersive Peripheral Environmental System (PIPES): A prototype control system for environmental feedback devices},
type = {inproceedings},
year = {2015},
keywords = {Computer programming,Control systems,Electronic systems,End to end latencies,Environ,Sensory fee,Virtual reality},
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abstract = {This paper describes an environmental feedback device (EFD) control system aimed at simplifying the VR development cycle. Programmable Immersive Peripheral Environmental System (PIPES) affords VR developers a custom approach to programming and controlling EFD behaviors while relaxing the required knowledge and expertise of electronic systems. PIPES has been implemented for the Unity engine and features EFD control using the Arduino integrated development environment. PIPES was installed and tested on two VR systems, a large format CAVE system and an Oculus Rift HMD system. A photocell based end-to-end latency experiment was conducted to measure latency within the system. This work extends previously unpublished prototypes of a similar design. Development and experiments described in this paper are part of the VR community goal to understand and apply environment effects to VEs that ultimately add to users' perceived presence. © 2015 SPIE-IS&T.},
bibtype = {inproceedings},
author = {Frend, C and Boyles, M},
editor = {Dolinsky M., McDowall I E},
doi = {10.1117/12.2083410},
booktitle = {Proceedings of SPIE - The International Society for Optical Engineering}
}
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