Visuo-Haptic Immersion Made Easy: A Fast-Track Course on Spatial Anchors
Resumo
Mixed Reality (MR) occupies the midpoint of the Reality–Virtuality continuum, blending real and virtual elements into a unified environment, which can reach high levels of immersion by integrating spatial, visual, and haptic cues, preserving real-world awareness while convincingly embedding virtual content. A key driver of this experience is multisensory integration, where vision often dominates and shapes perceptions in other modalities, influencing tactile judgments and increasing the illusion of touch. To explore this visuo-haptic integration, we propose a tutorial that guides participants to design and implement a Meta Quest 3 application in Unity that harnesses Spatial Anchors to precisely align 3D models with physical objects. Through a combination of concise theoretical overviews and hands-on exercises—from environment scanning and anchor management to deployment—attendees will acquire practical skills to create, save, and interact with stable visuo-haptic experiences, leaving with a functional prototype and a clear development pipeline for Visuo-Haptic immersive applications.
Palavras-chave:
Mixed reality, visuo-haptic experience, real-virtual alignment
Referências
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F. Marto et al. “Enhancing mixed reality immersion through visuo-haptic alignment with physical proxies,” Journal of Virtual Environments, 2024. In press.
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M. O. Ernst and M. S. Banks, “Humans integrate visual and haptic information in a statistically optimal fashion,” Nature, vol. 415, pp. 429–433, 2002.
W. Xu et al. “Visual–haptic torque illusion induced by mirror-reversed feedback in mixed reality,” in Proceedings of IEEE VR, pp. 15–22, 2012.
C. Lunghi and D. Alais, “Touch dominates vision in blind-spot filling-in,” Proceedings of the Royal Society B, vol. 282, no. 1799, p. 20143125, 2015.
L. Barbieri, F. Bruno, F. Cosco, and M. Muzzupappa, “Effects of device obtrusion and tool-hand misalignment on user performance and stiffness perception in visuo-haptic mixed reality,” International Journal of Human–Computer Studies, vol. 72, no. 12, pp. 846–859, 2014.
A. Zenner and A. Krüger, “Shifty: A weight-shifting dynamic passive haptic proxy to enhance object perception in virtual reality,” in Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, pp. 4031–4043, ACM, 2017.
M. Slater and M. V. Sanchez-Vives, “A place illusion and a plausibility illusion do not require all the inputs from a fully immersive system,” Frontiers in Virtual Reality, vol. 3, p. 707253, 2022.
Meta Platforms, Inc. “Meta quest 3: Mixed/virtual reality headset.” [link]. 2025.
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U. Technologies, “Unity engine.” [link], 2025.
Meta Developers, “Unity spatial anchors overview.” [link], 2025.
UploadVR, “How to sideload apps on quest with sidequest.” [link], 2025.
F. Cosco, C. Garre, F. Bruno, M. Muzzupappa, and M. A. Otaduy, “Visuo-haptic mixed reality with unobstructed tool-hand integration,” IEEE Transactions on Visualization and Computer Graphics, vol. 19, no. 2, pp. 159–169, 2012.
F. Marto et al. “Enhancing mixed reality immersion through visuo-haptic alignment with physical proxies,” Journal of Virtual Environments, 2024. In press.
M. Slater and S. Wilbur, “A framework for immersive virtual environments (five-level model),” 1997. Unpublished manuscript.
D. A. Bowman and R. P. McMahan, “Virtual reality: How much immersion is enough?,” Computer, vol. 40, no. 7, pp. 36–43, 2007.
R. B. Welch and D. H. Warren, “Perceptual organization and attention in visuo–auditory interactions,” Psychological Bulletin, vol. 88, no. 3, pp. 451–473, 1980.
M. O. Ernst and M. S. Banks, “Humans integrate visual and haptic information in a statistically optimal fashion,” Nature, vol. 415, pp. 429–433, 2002.
W. Xu et al. “Visual–haptic torque illusion induced by mirror-reversed feedback in mixed reality,” in Proceedings of IEEE VR, pp. 15–22, 2012.
C. Lunghi and D. Alais, “Touch dominates vision in blind-spot filling-in,” Proceedings of the Royal Society B, vol. 282, no. 1799, p. 20143125, 2015.
L. Barbieri, F. Bruno, F. Cosco, and M. Muzzupappa, “Effects of device obtrusion and tool-hand misalignment on user performance and stiffness perception in visuo-haptic mixed reality,” International Journal of Human–Computer Studies, vol. 72, no. 12, pp. 846–859, 2014.
A. Zenner and A. Krüger, “Shifty: A weight-shifting dynamic passive haptic proxy to enhance object perception in virtual reality,” in Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, pp. 4031–4043, ACM, 2017.
M. Slater and M. V. Sanchez-Vives, “A place illusion and a plausibility illusion do not require all the inputs from a fully immersive system,” Frontiers in Virtual Reality, vol. 3, p. 707253, 2022.
Meta Platforms, Inc. “Meta quest 3: Mixed/virtual reality headset.” [link]. 2025.
ZoyncTech, “Room scan exporter for meta quest 3.” [link], 2025.
U. Technologies, “Unity engine.” [link], 2025.
Meta Developers, “Unity spatial anchors overview.” [link], 2025.
UploadVR, “How to sideload apps on quest with sidequest.” [link], 2025.
Publicado
30/09/2025
Como Citar
OHARA, David; OLIVEIRA, Robson; NUNES, Fatima; TEIXEIRA, João Marcelo.
Visuo-Haptic Immersion Made Easy: A Fast-Track Course on Spatial Anchors. In: SIMPÓSIO DE REALIDADE VIRTUAL E AUMENTADA (SVR), 27. , 2025, Salvador/BA.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
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p. 1-6.
