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Lim CH, Cha MC, Lee SC. Physical loads on upper extremity muscles while interacting with virtual objects in an augmented reality context. APPLIED ERGONOMICS 2024; 120:104340. [PMID: 38964218 DOI: 10.1016/j.apergo.2024.104340] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 01/04/2024] [Revised: 06/20/2024] [Accepted: 06/25/2024] [Indexed: 07/06/2024]
Abstract
Augmented reality (AR) environments are emerging as prominent user interfaces and gathering significant attention. However, the associated physical strain on the users presents a considerable challenge. Within this background, this study explores the impact of movement distance (MD) and target-to-user distance (TTU) on the physical load during drag-and-drop (DND) tasks in an AR environment. To address this objective, a user experiment was conducted utilizing a 5× 5 within-subject design with MD (16, 32, 48, 64, and 80 cm) and TTU (40, 80, 120, 160, and 200 cm) as the variables. Physical load was assessed using normalized electromyography (NEMG) (%MVC) indicators of the upper extremity muscles and the physical item of NASA-Task load index (TLX). The results revealed significant variations in the physical load based on MD and TTU. Specifically, both the NEMG and subjective physical workload values increased with increasing MD. Moreover, NEMG increased with decreasing TTU, whereas the subjective physical workload scores increased with increasing TTU. Interaction effects of MD and TTU on NEMG were also significantly observed. These findings suggest that considering the MD and TTU when developing content for interacting with AR objects in AR environments could potentially alleviate user load.
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Affiliation(s)
- Chae Heon Lim
- Department of Human Computer Interaction, Hanyang University ERICA, Ansan, Republic of Korea
| | - Min Chul Cha
- Division of Media and Communication, Hankuk University of Foreign Studies, Seoul, Republic of Korea
| | - Seul Chan Lee
- Department of Human Computer Interaction, Hanyang University ERICA, Ansan, Republic of Korea.
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Kia K, Hwang J, Kim JH. The effects of target sizes on biomechanical and cognitive load and task performance of virtual reality interactions. ERGONOMICS 2024:1-15. [PMID: 39193884 DOI: 10.1080/00140139.2024.2396038] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/20/2023] [Accepted: 08/19/2024] [Indexed: 08/29/2024]
Abstract
This study evaluated the effects of target sizes on biomechanical and cognitive load and the performance of virtual reality (VR) interactions. In a repeated-measures laboratory study, each of the twenty participants performed standardised VR tasks with three different target sizes: small, medium, and large. During the VR tasks, biomechanical load in the neck and shoulders (joint angles, joint moments, and muscle activity), cognitive load (perceived workload and cognitive stress), and task performance (completion time) were collected. The neck and shoulder joint angles, joint moments, and muscle activities were greater with the large targets compared to the medium and small targets. Moreover, the larger VR targets caused greater temporal demand and longer task completion time compared to the other target sizes. These findings indicate that target sizes in VR interfaces play important roles in biomechanical and cognitive load as well as task performance.
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Affiliation(s)
- Kiana Kia
- School of Biological and Population Health Sciences, College of Public Health and Human Sciences, Oregon State University, Corvallis, OR
| | - Jaejin Hwang
- Department of Industrial and Systems Engineering, College of Engineering and Engineering Technology, Northern Illinois University, DeKalb, IL
| | - Jeong Ho Kim
- Department of Environmental and Occupational Health, School of Public Health Texas A&M University, College Station, TX
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Weiss H, Tang J, Williams C, Stirling L. Performance on a target acquisition task differs between augmented reality and touch screen displays. APPLIED ERGONOMICS 2024; 116:104185. [PMID: 38043456 DOI: 10.1016/j.apergo.2023.104185] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/25/2023] [Revised: 11/20/2023] [Accepted: 11/22/2023] [Indexed: 12/05/2023]
Abstract
Target acquisition tasks quantify human motor and perceptual abilities while performing discrete tasks to support interface design and sensorimotor assessments. This study investigated the effects of display, Touchscreen and Augmented Reality (AR), on a standardized 2D multidirectional target acquisition task. Thirty-two participants performed the target acquisition task with both modality types and at two indexes of difficulty. The touchscreen modality yielded improved performance over AR as measured by accuracy, precision, error rates, throughput, and movement time. Throughput using the nominal index of difficulty was 10.12 bits/s for touchscreen and 3.11 bits/s for AR. AR designers can use the results to improve performance when designing AR interfaces by selecting larger buttons when accuracy and efficiency are required and by embedding perception cues to button target surfaces such as depth and proximity cues.
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Affiliation(s)
- Hannah Weiss
- University of Michigan, Department of Industrial and Operations Engineering, USA.
| | - Jianyang Tang
- University of Michigan, Department of Robotics, Ann Arbor, MI, USA
| | - Connor Williams
- University of Michigan, Department of Robotics, Ann Arbor, MI, USA
| | - Leia Stirling
- University of Michigan, Department of Industrial and Operations Engineering, USA; University of Michigan, Department of Robotics, Ann Arbor, MI, USA
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Pokhrel S, Hwang J. Effect of screen configuration on the neck angle, muscle activity, and simulator sickness symptoms in virtual reality. Work 2024; 79:167-175. [PMID: 38217564 DOI: 10.3233/wor-230230] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/15/2024] Open
Abstract
BACKGROUND There is a lack of information about the optimal setup of multiple screen configurations in virtual reality (VR) office work. OBJECTIVE The objective of this study was to evaluate the effects of different screen configurations on neck flexion, rotation, neck muscle activity, and simulator sickness symptoms during Virtual Reality (VR) office work. METHODS Twelve participants (7 males; 21 to 27 years old) performed copy-paste and drag-drop tasks in three different screen configurations (single screen, primary-secondary screen, and double screen) in a randomized order. Optical motion capture system, electromyography (EMG) device, and simulator sickness questionnaire (SSQ) were used to measure the users' responses. RESULTS Neck rotation angles, muscle activities, and VR sickness were significantly affected by the screen configurations (p < 0.021). The primary-secondary screen showed the highest right rotation angle (median: -33.47°) and left sternocleidomastoid (SCM) muscle activities (median: 12.57% MVC). Both single (median: 22.42) and primary-secondary (median: 22.40) screen showed the highest value of SSQ. CONCLUSIONS The screen configurations in VR could be an important design factor affecting the users' physical demands of the neck and VR sickness symptoms. Asymmetric neck rotations caused by the primary-secondary screen conditions should be avoided.
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Affiliation(s)
- Sobhit Pokhrel
- Department of Industrial and Systems Engineering, Northern Illinois University, DeKalb, IL, USA
| | - Jaejin Hwang
- Department of Industrial and Systems Engineering, Northern Illinois University, DeKalb, IL, USA
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Kia K, Hwang J, Kim JH. Effects of error rates and target sizes on neck and shoulder biomechanical loads during augmented reality interactions. APPLIED ERGONOMICS 2023; 113:104107. [PMID: 37523813 DOI: 10.1016/j.apergo.2023.104107] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 03/14/2023] [Revised: 07/07/2023] [Accepted: 07/27/2023] [Indexed: 08/02/2023]
Abstract
Augmented reality (AR) interactions have been associated with increased biomechanical loads on the neck and shoulders. To provide a better understanding of the factors that may impact such biomechanical loads, this repeated-measures laboratory study evaluated the effects of error rates and target sizes on neck and shoulder biomechanical loads during two standardized AR tasks (omni-directional pointing and cube placing). Twenty participants performed the two AR tasks with different error rates and target sizes. During the tasks, angles, moments, and muscle activity in the neck and shoulders were measured. The results showed that the target sizes and error rates significantly affected angles, moments, and muscle activity in the neck and shoulder regions. Specifically, the presence of errors increased neck extension, shoulder flexion angles and associated moments. Muscle activity in the neck (splenius capitis) and shoulder (anterior and medial deltoids) also increased when the errors were introduced. Moreover, interacting with larger targets resulted in greater neck extension moments and shoulder abduction angles along with higher muscle activity in the splenius capitis and upper trapezius muscles. These findings indicate the importance of reducing errors and incorporating appropriate target sizes in the AR interfaces to minimize risks of musculoskeletal discomfort and injuries in the neck and shoulders.
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Affiliation(s)
- Kiana Kia
- School of Biological and Population Health Sciences, College of Public Health and Human Sciences, Oregon State University, Corvallis, OR, USA
| | - Jaejin Hwang
- Department of Industrial and Systems Engineering, College of Engineering and Engineering Technology, Northern Illinois University, DeKalb, IL, USA
| | - Jeong Ho Kim
- School of Biological and Population Health Sciences, College of Public Health and Human Sciences, Oregon State University, Corvallis, OR, USA.
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Kuber PM, Rashedi E. Alterations in Physical Demands During Virtual/Augmented Reality-Based Tasks: A Systematic Review. Ann Biomed Eng 2023; 51:1910-1932. [PMID: 37486385 DOI: 10.1007/s10439-023-03292-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/03/2023] [Accepted: 06/19/2023] [Indexed: 07/25/2023]
Abstract
The digital world has recently experienced a swift rise in worldwide popularity due to Virtual (VR) and Augmented Reality (AR) devices. However, concrete evidence about the effects of VR/AR devices on the physical workload imposed on the human body is lacking. We reviewed 27 articles that evaluated the physical impact of VR/AR-based tasks on the users using biomechanical sensing equipment and subjective tools. Findings revealed that movement and muscle demands (neck and shoulder) varied in seven and five studies while using VR, while in four and three studies during AR use, respectively, compared to traditional methods. User discomfort was also found in seven VR and three AR studies. Outcomes indicate that interface and interaction design, precisely target locations (gestures, viewing), design of virtual elements, and device type (location of CG as in Head-Mounted Displays) influence these alterations in neck and shoulder regions. Recommendations based on the review include developing comfortable reach envelopes for gestures, improving wearability, and studying temporal effects of repetitive movements (such as effects on fatigue and stability). Finally, a guideline is provided to assist researchers in conducting effective evaluations. The presented findings from this review could benefit designers/evaluations working towards developing more effective VR/AR products.
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Affiliation(s)
- Pranav Madhav Kuber
- Biomechanics and Ergonomics Lab, Industrial and Systems Engineering Department, Rochester Institute of Technology, 1 Lomb Memorial Dr, Rochester, NY, 14623, USA
| | - Ehsan Rashedi
- Biomechanics and Ergonomics Lab, Industrial and Systems Engineering Department, Rochester Institute of Technology, 1 Lomb Memorial Dr, Rochester, NY, 14623, USA.
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Kong YK, Park SS, Shim JW, Choi KH, Shim HH, Kia K, Kim JH. A passive upper-limb exoskeleton reduced muscular loading during augmented reality interactions. APPLIED ERGONOMICS 2023; 109:103982. [PMID: 36739780 DOI: 10.1016/j.apergo.2023.103982] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 09/24/2022] [Revised: 01/20/2023] [Accepted: 01/23/2023] [Indexed: 06/18/2023]
Abstract
The aim of this study was to evaluate a passive upper-limb exoskeleton as an ergonomic control to reduce the musculoskeletal load in the shoulders associated with augmented reality (AR) interactions. In a repeated-measures laboratory study, each of the 20 participants performed a series of AR tasks with and without a commercially-available upper-limb exoskeleton. During the AR tasks, muscle activity (anterior, middle, posterior deltoid, and upper trapezius), shoulder joint postures/moment, and self-reported discomfort were collected. The results showed that the exoskeleton significantly reduced muscle activity in the upper trapezius and deltoid muscle groups and self-reported discomfort. However, the shoulder postures and task performance measures were not affected by the exoskeleton during the AR interactions. Given the significant decrease in muscle activity and discomfort without compromising task performance, a passive exoskeleton can be an effective ergonomic control measure to reduce the risks of developing musculoskeletal discomfort or injuries in the shoulder regions.
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Affiliation(s)
- Yong-Ku Kong
- Department of Industrial Engineering, Sungkyunkwan University, Corvallis, OR, USA
| | - Sang-Soo Park
- Department of Industrial Engineering, Sungkyunkwan University, Corvallis, OR, USA
| | - Jin-Woo Shim
- Department of Industrial Engineering, Sungkyunkwan University, Corvallis, OR, USA
| | - Kyeong-Hee Choi
- Department of Industrial Engineering, Sungkyunkwan University, Corvallis, OR, USA
| | - Hyun-Ho Shim
- Department of Industrial Engineering, Sungkyunkwan University, Corvallis, OR, USA
| | - Kiana Kia
- College of Public Health and Human Sciences, Oregon State University, Corvallis, OR, USA
| | - Jeong Ho Kim
- College of Public Health and Human Sciences, Oregon State University, Corvallis, OR, USA.
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Deng CL, Tian CY, Kuai SG. A combination of eye-gaze and head-gaze interactions improves efficiency and user experience in an object positioning task in virtual environments. APPLIED ERGONOMICS 2022; 103:103785. [PMID: 35490546 DOI: 10.1016/j.apergo.2022.103785] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/28/2021] [Revised: 04/19/2022] [Accepted: 04/21/2022] [Indexed: 06/14/2023]
Abstract
Eye-gaze and head-gaze are two hands-free interaction modes in virtual reality, each of which has demonstrated different strengths. Selecting suitable interaction modes in different scenarios is important to achieve efficient interaction in virtual scenes. This study compared the movement time in an object positioning task by examining eye-gaze interaction and head-gaze interaction in various conditions. In turn, it identified the superior zones for each mode, respectively. Based on this information, we designed a combination mode - utilizing eye-gaze interaction at the acceleration phase and deceleration phase and head-gaze interaction at the correction phase - to achieve the optimal interaction mode, which has allowed us to obtain higher efficiency and subjective satisfaction. This study provides a comprehensive analysis of the characteristics of the eye-gaze and head-gaze interaction modes and provides valuable insights into selecting the appropriate interaction modes for virtual reality applications.
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Affiliation(s)
- Cheng-Long Deng
- Institute of Brain and Education Innovation, Shanghai Key Laboratory of Mental Health and Psychological Crisis Intervention, School of Psychology and Cognitive Science, East China Normal University, Shanghai, 200062, China
| | - Chen-Yu Tian
- Institute of Brain and Education Innovation, Shanghai Key Laboratory of Mental Health and Psychological Crisis Intervention, School of Psychology and Cognitive Science, East China Normal University, Shanghai, 200062, China
| | - Shu-Guang Kuai
- Institute of Brain and Education Innovation, Shanghai Key Laboratory of Mental Health and Psychological Crisis Intervention, School of Psychology and Cognitive Science, East China Normal University, Shanghai, 200062, China; Shanghai Center for Brain Science and Brain-Inspired Technology, Shanghai, 200031, China; NYU-ECNU Institute of Brain and Cognitive Science, New York University Shanghai, Shanghai, 200062, China.
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Kia K, Hwang J, Kim IS, Ishak H, Kim JH. The effects of target size and error rate on the cognitive demand and stress during augmented reality interactions. APPLIED ERGONOMICS 2021; 97:103502. [PMID: 34167014 DOI: 10.1016/j.apergo.2021.103502] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/23/2020] [Revised: 04/20/2021] [Accepted: 06/09/2021] [Indexed: 06/13/2023]
Abstract
This study investigated the effects of target size and error rate on cognitive demand during augmented reality (AR) interactions. In a repeated-measures laboratory study, twenty participants performed two AR tasks (omni-directional pointing and cube placing) with different target sizes and error rates. During the AR tasks, we measured cerebral oxygenation using functional near-infrared spectroscopy (fNIRS), perceived workload using the NASA-TLX questionnaire, stress using the Short Stress State Questionnaire, and task performance (task completion time). The results showed that the AR tasks with more interaction errors increased cerebral oxygenation, perceived workload, and task completion time while the target size significantly affected physical demand and task completion time. These results suggest that appropriate target sizes and low system errors may reduce potential cognitive demand in AR interactions.
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Affiliation(s)
- Kiana Kia
- School of Mechanical, Industrial, Manufacturing Engineering, College of Public Health and Human Sciences, Oregon State University, Corvallis, OR, USA
| | - Jaejin Hwang
- Department of Industrial and Systems Engineering, College of Engineering and Engineering Technology, Northern Illinois University, DeKalb, IL, USA
| | - In-Sop Kim
- School of Allied Health and Communicative Disorders, College of Health and Human Sciences, Northern Illinois University, DeKalb, IL, USA
| | - Hakim Ishak
- School of Mechanical, Industrial, Manufacturing Engineering, College of Public Health and Human Sciences, Oregon State University, Corvallis, OR, USA
| | - Jeong Ho Kim
- School of Mechanical, Industrial, Manufacturing Engineering, College of Public Health and Human Sciences, Oregon State University, Corvallis, OR, USA; School of Biological and Population Health Sciences, College of Public Health and Human Sciences, Oregon State University, Corvallis, OR, USA.
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Wang E, Thomas JJ, Rodriguez ST, Kennedy KM, Caruso TJ. Virtual reality for pediatric periprocedural care. Curr Opin Anaesthesiol 2021; 34:284-291. [PMID: 33935176 DOI: 10.1097/aco.0000000000000983] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/19/2022]
Abstract
PURPOSE OF REVIEW Commercial availability of virtual reality headsets and software has exponentially grown over the last decade as it has become more sophisticated, less expensive, and portable. Although primarily used by the general public for entertainment, virtual reality has been adopted by periprocedural clinicians to improve patient experiences and treatments. The purpose of this review is to explore recently reported evidence for virtual reality effectiveness for pediatric periprocedural care and discuss considerations for clinical implementation. RECENT FINDINGS In the preprocedure setting, practitioners use virtual reality to introduce children to periprocedural environments, distract attention from preprocedural vascular access, and increase cooperation with anesthesia induction. Intraprocedure, virtual reality decreases sedation requirements, and in some instances, eliminates anesthesia for minor procedures. Virtual reality also augments pain reduction therapies in the acute and extended rehabilitation periods, resulting in faster recovery and improved outcomes. Virtual reality seems to be well treated for pediatric use, given close clinical care and carefully curated content. SUMMARY Given the multiple clinical applications of virtual reality to supplement pediatric periprocedural care, practitioners should consider developing clinical programs that reliably provide access to virtual reality. Future research should focus on identification of patient characteristics and types of software that yield optimal patient outcomes.
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Affiliation(s)
- Ellen Wang
- Division of Pediatric Anesthesiology, Department of Anesthesiology, Perioperative, and Pain Medicine, Stanford University School of Medicine, Stanford
| | - James J Thomas
- Department of Anesthesiology, Children's Hospital Colorado, University of Colorado, Aurora, Colorado
| | - Samuel T Rodriguez
- Division of Pediatric Anesthesiology, Department of Anesthesiology, Perioperative, and Pain Medicine, Stanford University School of Medicine, Stanford
| | | | - Thomas J Caruso
- Division of Pediatric Anesthesiology, Department of Anesthesiology, Perioperative, and Pain Medicine, Stanford University School of Medicine, Stanford
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