Michael Meehan
Stanford University
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Publication
Featured researches published by Michael Meehan.
ieee virtual reality conference | 2003
Michael Meehan; Sharif Razzaque; Frederick P. Brooks
Previous research has shown that even low end-to-end latency can have adverse effects on performance in virtual environments (VE). This paper reports on an experiment investigating the effect of latency on other metrics of VE effectiveness: physiological response, simulator sickness, and self-reported sense of presence. The VE used in the study includes two rooms: the first is normal and non-threatening; the second is designed to evoke a fear/stress response. Participants were assigned to either a low latency (/spl sim/50 ms) or high latency (/spl sim/90 ms) group. Participants in the low latency condition had a higher self-reported sense of presence and a statistically higher change in heart rate between the two rooms than did those in the high latency condition. There were no significant relationships between latency and simulator sickness.
Computer Aided Surgery | 2006
Michael Meehan; Dan Morris; Calvin R. Maurer; Anuja K. Antony; Federico Barbagli; Kenneth Salisbury; Sabine Girod
We present a system for 3D planning and pre-operative rehearsal of mandibular distraction osteogenesis procedures. Two primary architectural components are described: a planning system that allows geometric bone manipulation to rapidly explore various modifications and configurations, and a visuohaptic simulator that allows both general-purpose training and preoperative, patient-specific procedure rehearsal. We provide relevant clinical background, then describe the underlying simulation algorithms and their application to craniofacial procedures.
international conference on computer graphics and interactive techniques | 2002
Michael Meehan; Sharif Razzaque; Paul Zimmons; Brent Insko; Greg Combe; Ben Lok; Thorsten Scheuermann; Samir Naik; Jason Jerald; Mark J. Harris; Angus Antley; Frederick P. Brooks
A common metric of VE quality is presence --- the degree to which the user feels like they are in the virtual scene as opposed to the real world. Presence is important for many VE applications [Hodges et al. 1994]. Since presence is a subjective condition, it is most commonly measured by self-reporting, either during the VE experience or immediately afterwards by questionnaires. There is vigorous debate in the literature as to how to best measure presence [Meehan 2001].
international conference on computer graphics and interactive techniques | 2002
Michael Meehan; Brent Insko; Frederick P. Brooks
Archive | 2001
Brent Insko; Michael Meehan; Frederick P. Brooks
Applied Psychophysiology and Biofeedback | 2005
Michael Meehan; Sharif Razzaque; Brent Insko; Frederick P. Brooks
Orthodontics & Craniofacial Research | 2003
Michael Meehan; Matthias Teschner; Sabine Girod
Physiological Reaction as an Objective Measure of Presence in Virtual Environments | 2001
Michael Meehan; Frederick P. Brooks
Presence: Teleoperators & Virtual Environments | 2001
Luigi Pugnetti; Michael Meehan; Laura Mendozzi
ACM Transactions on Graphics | 2001
Michael Meehan; Brent Insko; Frederick P. Brooks