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Lin MIB, Wu B, Cheng SW. Changes in Navigation Controls and Field-of-View Modes Affect Cybersickness Severity and Spatiotemporal Gait Patterns After Exposure to Virtual Environments. HUMAN FACTORS 2024; 66:1942-1960. [PMID: 37501376 DOI: 10.1177/00187208231190982] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 07/29/2023]
Abstract
OBJECTIVE To examine the effects of navigation controls and field-of-view modes on cybersickness severity and gait dynamics after cessation of exposure to a virtual environment (VE). BACKGROUND The applications of virtual reality are increasing in various fields; however, whether changes in interaction techniques and visual contents could mitigate the potential gait disturbance following VE exposure remains unclear. METHOD Thirty healthy adults wore a head-mounted display to complete six sessions of 12-min run-and-gun tasks using different navigation controls (gamepad, head, natural) and field-of-view modes (full, restricted). Forward and backward walking tasks were performed before and after VE exposure. The degrees of cybersickness and presence were evaluated using questionnaires, along with the in-session task performance. Spatiotemporal gait measures and their variabilities were calculated for each walking task. RESULTS The participants experienced less cybersickness with the head and natural controls than with the gamepad. Natural control, based on matching body movements, was associated with the highest degree of presence and best performance. VE navigation using the gamepad showed reduced cadences and increased stride times during postexposure forward-walking tasks. When the VE was presented via the restricted field-of-view mode, increased gait variabilities were observed from backward-walking tasks after VE exposure. CONCLUSION Body movement-based navigation controls may alleviate cybersickness. We observed gait adaptation during both ambulation tasks, which was influenced by the navigation control method and field-of-view mode. APPLICATION This study provides the first evidence for gait adaptation during balance-demanding tasks after VE exposure, which is valuable for designing guidelines for virtual reality interactions.
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Affiliation(s)
- Ming-I Brandon Lin
- Department of Industrial and Information Management, National Cheng Kung University, Tainan, Taiwan
- Institute of Information Management, National Cheng Kung University, Tainan, Taiwan
| | - Bonnie Wu
- Department of Industrial and Information Management, National Cheng Kung University, Tainan, Taiwan
| | - Shun-Wen Cheng
- Institute of Information Management, National Cheng Kung University, Tainan, Taiwan
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2
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Narciso D, Melo M, Rodrigues S, Cunha JP, Vasconcelos-Raposo J, Bessa M. Studying the Influence of Multisensory Stimuli on a Firefighting Training Virtual Environment. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:4122-4136. [PMID: 37028005 DOI: 10.1109/tvcg.2023.3251188] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/19/2023]
Abstract
How we perceive and experience the world around us is inherently multisensory. Most of the Virtual Reality (VR) literature is based on the senses of sight and hearing. However, there is a lot of potential for integrating additional stimuli into Virtual Environments (VEs), especially in a training context. Identifying the relevant stimuli for obtaining a virtual experience that is perceptually equivalent to a real experience will lead users to behave the same across environments, which adds substantial value for several training areas, such as firefighters. In this article, we present an experiment aiming to assess the impact of different sensory stimuli on stress, fatigue, cybersickness, Presence and knowledge transfer of users during a firefighter training VE. The results suggested that the stimulus that significantly impacted the user's response was wearing a firefighter's uniform and combining all sensory stimuli under study: heat, weight, uniform, and mask. The results also showed that the VE did not induce cybersickness and that it was successful in the task of transferring knowledge.
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Guo Q, Chen Y. The Effects of Visual Complexity and Task Difficulty on the Comprehensive Cognitive Efficiency of Cluster Separation Tasks. Behav Sci (Basel) 2023; 13:827. [PMID: 37887477 PMCID: PMC10604666 DOI: 10.3390/bs13100827] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/09/2023] [Revised: 09/24/2023] [Accepted: 09/28/2023] [Indexed: 10/28/2023] Open
Abstract
Cluster separation is required to perform multi-class visual statistics tasks and plays an essential role in information processing in visualization. This cognition behavioral study investigated the cluster separation task and the effects of visual complexity and task difficulty. A total of 32 college students (18 men and 14 women, with ages ranging from 18 to 25 years; mean = 21.2, SD = 3.9) participated in this study. The observers' average response accuracy, reaction time, mental effort, and comprehensive cognitive efficiency were measured as functions of three levels of visual complexity and task difficulty. The levels of visual complexity and task difficulty were quantified via an optimized complexity evaluation method and discrimination judgment task, respectively. The results showed that visual complexity and task difficulty significantly influenced comprehensive cognitive efficiency. Moreover, a strong interaction was observed between the effects of visual complexity and task difficulty. However, there was no positive linear relationship between the mental effort and the complexity level. Furthermore, two-dimensional color × shape redundant coding showed higher cognitive efficiency at low task difficulty levels. In contrast, the one-dimensional color encoding approach showed higher cognitive efficiency at increased task difficulty levels. The findings of this study provide valuable insights into designing more efficient and user-friendly visualization in the future.
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Affiliation(s)
- Qi Guo
- School of Art Design and Media, East China University of Science and Technology, Shanghai 200030, China;
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4
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Lim D, Wiggins M, Porte M, Bayl-Smith P, Curby KM, Olsen KN, Taylor M. Virtual reality lifeguarding scenarios as a potential training solution for pool lifeguards. APPLIED ERGONOMICS 2023; 108:103954. [PMID: 36566527 DOI: 10.1016/j.apergo.2022.103954] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/07/2022] [Revised: 12/10/2022] [Accepted: 12/15/2022] [Indexed: 06/17/2023]
Abstract
BACKGROUND Ensuring that pool lifeguards develop the skills necessary to detect drowning victims is challenging given that these situations are relatively rare, unpredictable and are difficult to simulate accurately and safely. Virtual reality potentially provides a safe and ecologically valid approach to training since it offers a near-to-real visual experience, together with the opportunity to practice task-related skills and receive feedback. As a prelude to the development of a training intervention, the aim of this research was to establish the construct validity of virtual reality drowning detection tasks. METHOD Using a repeated measures design, a total of 38 qualified lifeguards and 33 non-lifeguards completed 13 min and 23 min simulated drowning detection tasks that were intended to reflect different levels of sustained attention. During the simulated tasks, participants were asked to monitor a virtual pool and identify any drowning targets with accuracy, response latency, and dwell time recorded. RESULTS During the simulated scenarios, pool lifeguards detected drowning targets more frequently and spent less time than non-lifeguards fixating on the drowning target prior to the drowning onset. No significant differences in response latency were evident between lifeguards and non-lifeguards nor for first fixations on the drowning target. CONCLUSION The results provide support for the construct validity of virtual reality lifeguarding scenarios, thereby providing the basis for their development and introduction as a potential training approach for developing and maintaining performance in lifeguarding and drowning detection. APPLICATION This research provides support for the construct validity of virtual reality simulations as a potential training tool, enabling improvements in the fidelity of training solutions to improve pool lifeguard competency in drowning detection.
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Affiliation(s)
- David Lim
- School of Psychological Sciences, Macquarie University, Australia; The Centre for Performance, Expertise, and Training at Macquarie University, Australia
| | - Mark Wiggins
- School of Psychological Sciences, Macquarie University, Australia; The Centre for Performance, Expertise, and Training at Macquarie University, Australia.
| | - Meredith Porte
- School of Computing Sciences, Macquarie University, Australia; The Centre for Performance, Expertise, and Training at Macquarie University, Australia
| | - Piers Bayl-Smith
- School of Psychological Sciences, Macquarie University, Australia; The Centre for Performance, Expertise, and Training at Macquarie University, Australia
| | - Kim M Curby
- School of Psychological Sciences, Macquarie University, Australia; The Centre for Performance, Expertise, and Training at Macquarie University, Australia
| | - Kirk N Olsen
- School of Psychological Sciences, Macquarie University, Australia; The Centre for Performance, Expertise, and Training at Macquarie University, Australia
| | - Melanie Taylor
- School of Psychological Sciences, Macquarie University, Australia; The Centre for Performance, Expertise, and Training at Macquarie University, Australia
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Alharbi R, Strnad O, Luidolt LR, Waldner M, Kouril D, Bohak C, Klein T, Groller E, Viola I. Nanotilus: Generator of Immersive Guided-Tours in Crowded 3D Environments. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:1860-1875. [PMID: 34882555 DOI: 10.1109/tvcg.2021.3133592] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/13/2023]
Abstract
Immersive virtual reality environments are gaining popularity for studying and exploring crowded three-dimensional structures. When reaching very high structural densities, the natural depiction of the scene produces impenetrable clutter and requires visibility and occlusion management strategies for exploration and orientation. Strategies developed to address the crowdedness in desktop applications, however, inhibit the feeling of immersion. They result in nonimmersive, desktop-style outside-in viewing in virtual reality. This article proposes Nanotilus-a new visibility and guidance approach for very dense environments that generates an endoscopic inside-out experience instead of outside-in viewing, preserving the immersive aspect of virtual reality. The approach consists of two novel, tightly coupled mechanisms that control scene sparsification simultaneously with camera path planning. The sparsification strategy is localized around the camera and is realized as a multi-scale, multi-shell, variety-preserving technique. When Nanotilus dives into the structures to capture internal details residing on multiple scales, it guides the camera using depth-based path planning. In addition to sparsification and path planning, we complete the tour generation with an animation controller, textual annotation, and text-to-visualization conversion. We demonstrate the generated guided tours on mesoscopic biological models - SARS-CoV-2 and HIV. We evaluate the Nanotilus experience with a baseline outside-in sparsification and navigational technique in a formal user study with 29 participants. While users can maintain a better overview using the outside-in sparsification, the study confirms our hypothesis that Nanotilus leads to stronger engagement and immersion.
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Wenk N, Penalver-Andres J, Buetler KA, Nef T, Müri RM, Marchal-Crespo L. Effect of immersive visualization technologies on cognitive load, motivation, usability, and embodiment. VIRTUAL REALITY 2023; 27:307-331. [PMID: 36915633 PMCID: PMC9998603 DOI: 10.1007/s10055-021-00565-8] [Citation(s) in RCA: 15] [Impact Index Per Article: 15.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 05/31/2020] [Accepted: 07/22/2021] [Indexed: 05/09/2023]
Abstract
Virtual reality (VR) is a promising tool to promote motor (re)learning in healthy users and brain-injured patients. However, in current VR-based motor training, movements of the users performed in a three-dimensional space are usually visualized on computer screens, televisions, or projection systems, which lack depth cues (2D screen), and thus, display information using only monocular depth cues. The reduced depth cues and the visuospatial transformation from the movements performed in a three-dimensional space to their two-dimensional indirect visualization on the 2D screen may add cognitive load, reducing VR usability, especially in users suffering from cognitive impairments. These 2D screens might further reduce the learning outcomes if they limit users' motivation and embodiment, factors previously associated with better motor performance. The goal of this study was to evaluate the potential benefits of more immersive technologies using head-mounted displays (HMDs). As a first step towards potential clinical implementation, we ran an experiment with 20 healthy participants who simultaneously performed a 3D motor reaching and a cognitive counting task using: (1) (immersive) VR (IVR) HMD, (2) augmented reality (AR) HMD, and (3) computer screen (2D screen). In a previous analysis, we reported improved movement quality when movements were visualized with IVR than with a 2D screen. Here, we present results from the analysis of questionnaires to evaluate whether the visualization technology impacted users' cognitive load, motivation, technology usability, and embodiment. Reports on cognitive load did not differ across visualization technologies. However, IVR was more motivating and usable than AR and the 2D screen. Both IVR and AR rea ched higher embodiment level than the 2D screen. Our results support our previous finding that IVR HMDs seem to be more suitable than the common 2D screens employed in VR-based therapy when training 3D movements. For AR, it is still unknown whether the absence of benefit over the 2D screen is due to the visualization technology per se or to technical limitations specific to the device.
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Affiliation(s)
- N. Wenk
- Motor Learning and Neurorehabilitation Laboratory, ARTORG Center for Biomedical Engineering Research, University of Bern, Bern, Switzerland
| | - J. Penalver-Andres
- Motor Learning and Neurorehabilitation Laboratory, ARTORG Center for Biomedical Engineering Research, University of Bern, Bern, Switzerland
| | - K. A. Buetler
- Motor Learning and Neurorehabilitation Laboratory, ARTORG Center for Biomedical Engineering Research, University of Bern, Bern, Switzerland
| | - T. Nef
- Gerontechnology & Rehabilitation, ARTORG Center for Biomedical Engineering Research, University of Bern, Bern, Switzerland
| | - R. M. Müri
- Gerontechnology & Rehabilitation, ARTORG Center for Biomedical Engineering Research, University of Bern, Bern, Switzerland
- Department of Neurology, University Neurorehabilitation, University Hospital Bern (Inselspital), University of Bern, Bern, Switzerland
| | - L. Marchal-Crespo
- Motor Learning and Neurorehabilitation Laboratory, ARTORG Center for Biomedical Engineering Research, University of Bern, Bern, Switzerland
- Department of Cognitive Robotics, Delft University of Technology, Delft, The Netherlands
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Cuello Mejía DA, Sumioka H, Ishiguro H, Shiomi M. Evaluating gaze behaviors as pre-touch reactions for virtual agents. Front Psychol 2023; 14:1129677. [PMID: 36949918 PMCID: PMC10026528 DOI: 10.3389/fpsyg.2023.1129677] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/22/2022] [Accepted: 02/06/2023] [Indexed: 03/08/2023] Open
Abstract
Background Reaction behaviors by human-looking agents to nonverbal communication cues significantly affect how they are perceived as well as how they directly affect interactions. Some studies have evaluated such reactions toward several interactions, although few approached before-touch situations and how the agent's reaction is perceived. Specifically, it has not been considered how pre-touch reactions impact the interaction, the influence of gaze behavior in a before-touch situation context and how it can condition the participant's perception and preferences in the interaction. The present study investigated the factors that define pre-touch reactions in a humanoid avatar in a virtual reality environment and how they influence people's perceptions of the avatars. Methods We performed two experiments to assess the differences between approaches from inside and outside the field of view (FoV) and implemented four different gaze behaviors: face-looking, hand-looking, face-then-hand looking and hand-then-face looking behaviors. We also evaluated the participants' preferences based on the perceived human-likeness, naturalness, and likeability. In Experiment 1, we evaluated the number of steps in gaze behavior, the order of the gaze-steps and the gender; Experiment 2 evaluated the number and order of the gaze-steps. Results A two-step gaze behavior was perceived as more human and more natural from both inside and outside the field of view and that a face-first looking behavior when defining only a one-step gaze movement was preferable to hand-first looking behavior from inside the field of view. Regarding the location from where the approach was performed, our results show that a relatively complex gaze movement, including a face-looking behavior, is fundamental for improving the perceptions of agents in before-touch situations. Discussion The inclusion of gaze behavior as part of a possible touch interaction is helpful for developing more responsive avatars and gives another communication channel for increasing the immersion and enhance the experience in Virtual Reality environments, extending the frontiers of haptic interaction and complementing the already studied nonverbal communication cues.
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Affiliation(s)
- Dario Alfonso Cuello Mejía
- Interaction Science Laboratories, ATR, Kyoto, Japan
- Intelligent Robotics Laboratory, Department of Systems Innovation, Graduate School of Engineer Science, Osaka University, Suita, Osaka, Japan
- *Correspondence: Dario Alfonso Cuello Mejía,
| | | | - Hiroshi Ishiguro
- Intelligent Robotics Laboratory, Department of Systems Innovation, Graduate School of Engineer Science, Osaka University, Suita, Osaka, Japan
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Kelly NJ. Using interpretative phenomenological analysis to gain a qualitative understanding of presence in virtual reality. VIRTUAL REALITY 2022; 27:1173-1185. [PMID: 36533193 PMCID: PMC9734343 DOI: 10.1007/s10055-022-00719-2] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/30/2021] [Accepted: 11/03/2022] [Indexed: 06/05/2023]
Abstract
Quantitative methods have thus far been the predominant methodological stance of virtual presence research, leaving much to be desired in terms of qualitative understanding. Yet, virtual experiences are a highly personal engagement, unique to each individual, and their presence in virtual reality can be viewed in terms of its experiential individuality. This aspect of the virtual experience is overlooked by conventional quantitative methods, which clusters ratings or scores to form group deductions. Therefore, to address the qualitative gap in the literature and provide an appropriate examination of virtual experiences from the perspective of the individual, an Interpretative Phenomenological Approach was undertaken. This alternate methodology sought to reveal which aspects of virtual experiences users identify as enabling feelings of presence. Examination of common themes among accounts of individuals were performed, to investigate the generation of feelings of presence in virtual reality. Online recruitment provided six interviewees who participated in online semi-structured interviews, prior to Interpretive Phenomenological Analysis. Three superordinate themes were identified: visual satisfaction, freedom of interaction and suspension of real life. Expectance, realism and prevention of disbelief are among the sub-themes identified that contributed to the interviewee's highly present experiences. The identified themes demonstrated the greatest influences of enabling a deeper sense of presence, in turn enhancing their experiences within virtual reality. In acknowledging these mitigating influences, it is hoped this may enable future virtual systems to build upon the research provided and produce consistently high-presence experiences. Consequently, this can aid educational, therapeutic and entertainment applications of virtual reality.
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Affiliation(s)
- Nathan James Kelly
- Alumni of Master of Research in Psychology, University of Derby, Derby, England
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Skarbez R, Gabbard JL, Bowman DA, Ogle JT, Tucker T. Virtual Replicas of Real Places: Experimental Investigations. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:4594-4608. [PMID: 34255629 DOI: 10.1109/tvcg.2021.3096494] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/13/2023]
Abstract
As virtual reality (VR) technology becomes cheaper, higher-quality, and more widely available, it is seeing increasing use in a variety of applications including cultural heritage, real estate, and architecture. A common goal for all these applications is a compelling virtual recreation of a real place. Despite this, there has been very little research into how users perceive and experience such replicated spaces. This article reports the results from a series of three user studies investigating this topic. Results include that the scale of the room and large objects in it are most important for users to perceive the room as real and that non-physical behaviors such as objects floating in air are readily noticeable and have a negative effect even when the errors are small in scale.
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Nalepka P, Prants M, Stening H, Simpson J, Kallen RW, Dras M, Reichle ED, Hosking SG, Best C, Richardson MJ. Assessing Team Effectiveness by How Players Structure Their Search in a First-Person Multiplayer Video Game. Cogn Sci 2022; 46:e13204. [PMID: 36251464 PMCID: PMC9787020 DOI: 10.1111/cogs.13204] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/16/2021] [Revised: 07/18/2022] [Accepted: 09/16/2022] [Indexed: 12/30/2022]
Abstract
People working as a team can achieve more than when working alone due to a team's ability to parallelize the completion of tasks. In collaborative search tasks, this necessitates the formation of effective division of labor strategies to minimize redundancies in search. For such strategies to be developed, team members need to perceive the task's relevant components and how they evolve over time, as well as an understanding of what others will do so that they can structure their own behavior to contribute to the team's goal. This study explored whether the capacity for team members to coordinate effectively can be related to how participants structure their search behaviors in an online multiplayer collaborative search task. Our results demonstrated that the structure of search behavior, quantified using detrended fluctuation analysis, was sensitive to contextual factors that limit a participant's ability to gather information. Further, increases in the persistence of movement fluctuations during search behavior were found as teams developed more effective coordinative strategies and were associated with better task performance.
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Affiliation(s)
- Patrick Nalepka
- School of Psychological SciencesMacquarie University,Centre for Elite Performance, Expertise and TrainingMacquarie University
| | | | | | - James Simpson
- School of Psychological SciencesMacquarie University
| | - Rachel W. Kallen
- School of Psychological SciencesMacquarie University,Centre for Elite Performance, Expertise and TrainingMacquarie University
| | - Mark Dras
- School of ComputingMacquarie University
| | - Erik D. Reichle
- School of Psychological SciencesMacquarie University,Centre for Elite Performance, Expertise and TrainingMacquarie University
| | - Simon G. Hosking
- Human and Decision Sciences DivisionDefence Science and Technology Group
| | - Christopher Best
- Human and Decision Sciences DivisionDefence Science and Technology Group
| | - Michael J. Richardson
- School of Psychological SciencesMacquarie University,Centre for Elite Performance, Expertise and TrainingMacquarie University
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Virtual Reality Adaptation Using Electrodermal Activity to Support the User Experience. BIG DATA AND COGNITIVE COMPUTING 2022. [DOI: 10.3390/bdcc6020055] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/28/2022]
Abstract
Virtual reality is increasingly used for tasks such as work and education. Thus, rendering scenarios that do not interfere with such goals and deplete user experience are becoming progressively more relevant. We present a physiologically adaptive system that optimizes the virtual environment based on physiological arousal, i.e., electrodermal activity. We investigated the usability of the adaptive system in a simulated social virtual reality scenario. Participants completed an n-back task (primary) and a visual detection (secondary) task. Here, we adapted the visual complexity of the secondary task in the form of the number of non-player characters of the secondary task to accomplish the primary task. We show that an adaptive virtual reality can improve users’ comfort by adapting to physiological arousal regarding the task complexity. Our findings suggest that physiologically adaptive virtual reality systems can improve users’ experience in a wide range of scenarios.
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Biener V, Gesslein T, Schneider D, Kawala F, Otte A, Kristensson PO, Pahud M, Ofek E, Campos C, Kljun M, Pucihar KC, Grubert J. PoVRPoint: Authoring Presentations in Mobile Virtual Reality. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:2069-2079. [PMID: 35167458 DOI: 10.1109/tvcg.2022.3150474] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/14/2023]
Abstract
Virtual Reality (VR) has the potential to support mobile knowledge workers by complementing traditional input devices with a large three-dimensional output space and spatial input. Previous research on supporting VR knowledge work explored domains such as text entry using physical keyboards and spreadsheet interaction using combined pen and touch input. Inspired by such work, this paper probes the VR design space for authoring presentations in mobile settings. We propose PoVRPoint-a set of tools coupling pen- and touch-based editing of presentations on mobile devices, such as tablets, with the interaction capabilities afforded by VR. We study the utility of extended display space to, for example, assist users in identifying target slides, supporting spatial manipulation of objects on a slide, creating animations, and facilitating arrangements of multiple, possibly occluded shapes or objects. Among other things, our results indicate that 1) the wide field of view afforded by VR results in significantly faster target slide identification times compared to a tablet-only interface for visually salient targets; and 2) the three-dimensional view in VR enables significantly faster object reordering in the presence of occlusion compared to two baseline interfaces. A user study further confirmed that the interaction techniques were found to be usable and enjoyable.
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Lipp N, Sterna R, Dużmańska-Misiarczyk N, Strojny A, Poeschl-Guenther S, Strojny P. VR Realism Scale-Revalidation of contemporary VR headsets on a Polish sample. PLoS One 2021; 16:e0261507. [PMID: 34932593 PMCID: PMC8691612 DOI: 10.1371/journal.pone.0261507] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/22/2021] [Accepted: 12/04/2021] [Indexed: 11/29/2022] Open
Abstract
This paper presents validation of the VR Simulation Realism Scale on a Polish sample. The scale enables a self-report measurement of perceived realism of a virtual environment in four main aspects of such realism-scene realism, audience behavior realism, audience appearance realism and sound realism. However, since the development of the original scale, the VR technology significantly changed. We aimed to respond to that change and revalidate the original measure in the contemporary setting. For the purpose of scale validation, data was gathered from six studies with 720 participants in total. Five experiments and one online survey were conducted to examine psychometric properties of the scale in accordance with the Standards for Educational and Psychological Testing. Evidence based on internal structure, relations to other variables and test content was obtained. The factorial structure of the original scale was tested and confirmed. The connections between realism and immersion, presence, aesthetics were verified. A suppressed relationship between realism and positive affect was discovered. Moreover, it was confirmed that scale result is dependent on the quality of VR graphics. Results of the analyses provide the evidence that the VR Simulation Realism Scale is a well-established tool that might be used both in science and in VR development. However, further research needs to be done to increase external validity and predictive power of the scale.
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Affiliation(s)
- Natalia Lipp
- Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Krakow, Poland
| | - Radosław Sterna
- Doctoral School in the Social Sciences, Jagiellonian University, Krakow, Poland
- Emotion and Perception Lab, Institute of Psychology, Jagiellonian University, Krakow, Poland
| | - Natalia Dużmańska-Misiarczyk
- Doctoral School in the Social Sciences, Jagiellonian University, Krakow, Poland
- R&D Unit, Nano Games sp. z o.o., Kraków, Poland
| | - Agnieszka Strojny
- Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Krakow, Poland
- R&D Unit, Nano Games sp. z o.o., Kraków, Poland
| | - Sandra Poeschl-Guenther
- Research Group for Media Psychology and Media Design, Institute for Media and Communication Science, Technische Universität Ilmenau, Ilmenau, Germany
| | - Paweł Strojny
- Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Krakow, Poland
- R&D Unit, Nano Games sp. z o.o., Kraków, Poland
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Jafarifiroozabadi R, Joshi R, Joseph A, Wingler D. Perceived Usability of Seating in an Outpatient Waiting Area: A Combined Approach Utilizing Virtual Reality and Actual Seating Prototypes. HERD-HEALTH ENVIRONMENTS RESEARCH & DESIGN JOURNAL 2021; 15:248-261. [PMID: 34879714 DOI: 10.1177/19375867211062268] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/19/2022]
Abstract
OBJECTIVE This study proposed a combined methodology to evaluate the perceived usability of healthcare seats that were first selected in a virtual waiting room which provided the context of use for the seats. BACKGROUND There has been an increased interest in using virtual reality (VR) for evaluation of seating in interior environments. Although VR offers a less expensive approach compared to evaluating seats in situ, using VR has limitations as users cannot experience the actual seat prototypes. METHOD Participants (N = 92) experienced a virtual waiting room with various seat groupings and were prompted with four task-based scenarios through which they selected a seat. After the VR phase, they experienced their selected seats in a lab and used an online questionnaire to evaluate the seating. Semi-structured interviews were conducted to garner similarities and differences in participants' experience of virtual and real seats. RESULTS Three categories including comfort, support, and flexibility were extracted from the questionnaire. While support and comfort categories were highly ranked by participants, the category rankings varied depending on participants' age, gender, tasks, and seat types. Interviews revealed that there were differences in experience of the seating materials in VR versus reality, and therefore experiencing the real seats was useful in seating evaluation. CONCLUSIONS The findings suggest that the combined methodology using VR and real seating in a lab is a reliable tool for designers and furniture manufacturers to obtain users' perceived usability evaluation of seating during the design process while the actual context is absent.
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Affiliation(s)
| | - Rutali Joshi
- School of Architecture, Center for Health Facilities Design and Testing, Clemson University, Clemson, SC, USA
| | - Anjali Joseph
- School of Architecture, Center for Health Facilities Design and Testing, Clemson University, Clemson, SC, USA
| | - Deborah Wingler
- HKS, Adjunct Faculty, School of Architecture, Clemson University, SC, USA
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Williams NL, Bera A, Manocha D. ARC: Alignment-based Redirection Controller for Redirected Walking in Complex Environments. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2021; 27:2535-2544. [PMID: 33750709 DOI: 10.1109/tvcg.2021.3067781] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/12/2023]
Abstract
We present a novel redirected walking controller based on alignment that allows the user to explore large and complex virtual environments, while minimizing the number of collisions with obstacles in the physical environment. Our alignment-based redirection controller, ARC, steers the user such that their proximity to obstacles in the physical environment matches the proximity to obstacles in the virtual environment as closely as possible. To quantify a controller's performance in complex environments, we introduce a new metric, Complexity Ratio (CR), to measure the relative environment complexity and characterize the difference in navigational complexity between the physical and virtual environments. Through extensive simulation-based experiments, we show that ARC significantly outperforms current state-of-the-art controllers in its ability to steer the user on a collision-free path. We also show through quantitative and qualitative measures of performance that our controller is robust in complex environments with many obstacles. Our method is applicable to arbitrary environments and operates without any user input or parameter tweaking, aside from the layout of the environments. We have implemented our algorithm on the Oculus Quest head-mounted display and evaluated its performance in environments with varying complexity. Our project website is available at https://ganuna.umd.edu/arc/.
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Pöhlmann KMT, Föcker J, Dickinson P, Parke A, O'Hare L. The Effect of Motion Direction and Eccentricity on Vection, VR Sickness and Head Movements in Virtual Reality. Multisens Res 2021; 34:1-40. [PMID: 33882451 DOI: 10.1163/22134808-bja10049] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/29/2020] [Accepted: 04/05/2021] [Indexed: 11/19/2022]
Abstract
Virtual Reality (VR) experienced through head-mounted displays often leads to vection, discomfort and sway in the user. This study investigated the effect of motion direction and eccentricity on these three phenomena using optic flow patterns displayed using the Valve Index. Visual motion stimuli were presented in the centre, periphery or far periphery and moved either in depth (back and forth) or laterally (left and right). Overall vection was stronger for motion in depth compared to lateral motion. Additionally, eccentricity primarily affected stimuli moving in depth with stronger vection for more peripherally presented motion patterns compared to more central ones. Motion direction affected the various aspects of VR sickness differently and modulated the effect of eccentricity on VR sickness. For stimuli moving in depth far peripheral presentation caused more discomfort, whereas for lateral motion the central stimuli caused more discomfort. Stimuli moving in depth led to more head movements in the anterior-posterior direction when the entire visual field was stimulated. Observers demonstrated more head movements in the anterior-posterior direction compared to the medio-lateral direction throughout the entire experiment independent of motion direction or eccentricity of the presented moving stimulus. Head movements were elicited on the same plane as the moving stimulus only for stimuli moving in depth covering the entire visual field. A correlation showed a positive relationship between dizziness and vection duration and between general discomfort and sway. Identifying where in the visual field motion presented to an individual causes the least amount of VR sickness without losing vection and presence can guide development for Virtual Reality games, training and treatment programmes.
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Affiliation(s)
| | - Julia Föcker
- School of Psychology, University of Lincoln, Brayford Pool, Lincoln, LN6 7TS, UK
| | - Patrick Dickinson
- School of Computer Science, University of Lincoln, Brayford Pool, Lincoln, LN6 7TS, UK
| | - Adrian Parke
- School of Media, Culture and Society, University of the West of Scotland, Paisley Campus, Paisley PA1 2BE, UK
| | - Louise O'Hare
- Division of Psychology, Nottingham Trent University, 50 Shakespeare Street, Nottingham, NG1 4FQ, UK
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Kim TL, Kim K, Choi C, Lee JY, Shin JH. FOPR test: a virtual reality-based technique to assess field of perception and field of regard in hemispatial neglect. J Neuroeng Rehabil 2021; 18:39. [PMID: 33602254 PMCID: PMC7890954 DOI: 10.1186/s12984-021-00835-1] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/02/2019] [Revised: 02/07/2021] [Accepted: 02/10/2021] [Indexed: 11/10/2022] Open
Abstract
BACKGROUND We previously proposed a novel virtual reality-based method to assess human field of perception (FOP) and field of regard (FOR), termed the FOPR test. This study assessed the diagnostic validity of the FOPR test for hemispatial neglect (HSN). METHODS We included 19 stroke patients with a lesion in the right hemisphere and with HSN (HSN+SS), 22 stroke patients with a lesion in the right hemisphere and without HSN (HSN-SS), and 22 healthy controls aged 19-65 years. The success rate (SR) and response time (RT) in the FOPR test for both FOP and FOR were assessed (FOP-SR, FOR-SR, FOP-RT, and FOR-RT, respectively). Using a Bland-Altman plot, agreements between the FOPR test and conventional tests were confirmed, and the FOPR test accuracy was verified using the support vector machine (SVM). Measured values were analysed using ANOVA and Kruskall-Wallis tests for group comparison. RESULTS The Bland-Altman plot showed good agreement between FOPR test and conventional tests; individuals within 95% agreement limits were within the range of 94.8-100.0%. The SVM classification accuracy, using FOP and FOR variables from the left hemispace, ranged from 83.3 to 100.0% in a binary classification (HSN vs non-HSN). The FOPR test demonstrated differences in SR and RT for both FOP and FOR across the groups. CONCLUSION The FOPR test was valid for the HSN diagnosis and provided quantitative and intuitive information regarding visuospatial function. Furthermore, it might enhance our understanding of visuospatial function including HSN by applying the time relative component and concepts of perception and exploration, FOP and FOR. TRIAL REGISTRATION NCT03463122. Registered 13 March 2018, retrospectively registered.
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Affiliation(s)
- Tae-Lim Kim
- Department of Rehabilitation Medicine, National Rehabilitation Center, Ministry of Health and Welfare, Seoul, Republic of Korea
| | - Kwanguk Kim
- Department of Computer Science, Hanyang University, Seoul, Republic of Korea
| | - Changyeol Choi
- Department of Computer Science, Hanyang University, Seoul, Republic of Korea
| | - Ji-Yeong Lee
- Department of Rehabilitation Medicine, National Rehabilitation Center, Ministry of Health and Welfare, Seoul, Republic of Korea
| | - Joon-Ho Shin
- Department of Rehabilitation Medicine, National Rehabilitation Center, Ministry of Health and Welfare, Seoul, Republic of Korea.
- Department of Neurorehabilitation, National Rehabilitation Center, 58, Samgaksan-ro, Gangbuk-gu, Seoul, 01022, Republic of Korea.
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18
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Buttussi F, Chittaro L, Valent F. A virtual reality methodology for cardiopulmonary resuscitation training with and without a physical mannequin. J Biomed Inform 2020; 111:103590. [PMID: 33039589 DOI: 10.1016/j.jbi.2020.103590] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/19/2020] [Revised: 10/01/2020] [Accepted: 10/04/2020] [Indexed: 11/27/2022]
Abstract
BACKGROUND Cardiopulmonary resuscitation (CPR) is an emergency procedure that can increase survival after a cardiac arrest. Performing CPR effectively requires both procedural knowledge and manual skills. Traditional CPR training methodology includes lessons led by instructors and supervised practice on mannequins, thus requiring considerable resources. OBJECTIVE This paper proposes a new methodology for low-cost CPR training based on virtual reality (VR) with and without the addition of a physical mannequin. Moreover, it describes an experimental evaluation of the methodology that assessed gain in manual skills during training, transfer of procedural knowledge and manual skills in a final assessment, and changes in self-efficacy with three measurements over time (pre-training, post-training, and post-assessment). METHODS We implemented a VR application that supports the proposed methodology, and can thus be used with or without a mannequin. The experimental evaluation involved 30 participants who tried CPR in VR twice, performing two repetitions of 30 chest compressions per trial. Half participants tried the VR application with the mannequin and half without it. Final assessment required all participants to perform CPR on the mannequin without the assistance of VR. To assess self-efficacy, participants filled in a questionnaire at the three times of measurement. RESULTS Mixed-design ANOVAs showed effects of repetition, effects of group, or interaction between the two variables on manual skills assessed during training. In the final assessment, participants in both groups correctly remembered most of the steps of the procedure. ANOVAs revealed differences between the two groups only in pressure-related skills (better with mannequin) and in the number of wrong steps added to the procedure (better without mannequin). Mixed-design ANOVA showed a self-efficacy increase in both groups after training, which was maintained after final assessment. CONCLUSIONS The proposed VR methodology for CPR training has a positive effect on procedural knowledge, manual skills, and self-efficacy, with as well as without the physical mannequin. Trials on a mannequin are required to understand the correct pressure for chest compression. This supports the adoption of the proposed VR methodology to reduce instructor and mannequin time required to teach CPR to trainees.
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Affiliation(s)
- Fabio Buttussi
- Human-Computer Interaction Lab, Department of Mathematics, Computer Science, and Physics, University of Udine, Udine, Italy; SOC Istituto di Igiene ed Epidemiologia Clinica, Azienda Sanitaria Universitaria Friuli Centrale, Udine, Italy.
| | - Luca Chittaro
- Human-Computer Interaction Lab, Department of Mathematics, Computer Science, and Physics, University of Udine, Udine, Italy
| | - Francesca Valent
- SOC Istituto di Igiene ed Epidemiologia Clinica, Azienda Sanitaria Universitaria Friuli Centrale, Udine, Italy
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Koumaditis K, Chinello F, Mitkidis P, Karg S. Effectiveness of Virtual Versus Physical Training: The Case of Assembly Tasks, Trainer's Verbal Assistance, and Task Complexity. IEEE COMPUTER GRAPHICS AND APPLICATIONS 2020; 40:41-56. [PMID: 32746087 DOI: 10.1109/mcg.2020.3006330] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 05/11/2023]
Abstract
Virtual immersive training (VIT) systems based on gamification of tasks are increasingly employed to train assembly workers. In this article, we present a study that compares the effectiveness of virtual and physical training for teaching a bimanual assembly task and in a novel approach, we introduce task complexity (T$_{\mathrm{CXB}}$ CXB ) as an indicator of assembly errors during final assembly. In a between-subjects experiment, 100 participants were trained to assemble a 3-D cube in one of the four conditions (physical, virtual and with trainer's verbal assistance or not). The results demonstrate that the best-performing conditions, both in terms of successful assemblies and time performance, are the ones that the physical objects are included in the training, whereas no significant difference is found when the trainer's verbal assistance is present or absent during training. Additionally, we address the validity of a practical T$_{\mathrm{CXB}}$ CXB list as a tool for supporting the design of VIT systems.
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20
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Inspired by Human Eye: Vestibular Ocular Reflex Based Gimbal Camera Movement to Minimize Viewpoint Changes. Symmetry (Basel) 2019. [DOI: 10.3390/sym11010101] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022] Open
Abstract
Human eyeballs move relative to the head, resulting in optimal changes in the viewpoint. We tested similar vestibular ocular reflex (VOR)-based movement on Zenmuse-X3 gimbal camera relative to pre-defined YAW movements of the DJI Matrice-100 unmanned aerial vehicle (UAV). Changes in viewpoint have various consequences for visual and graphical rendering. Therefore, this study investigated how to minimize these changes. OpenGL visualization was performed to simulate and measure viewpoint changes using the proposed VOR-based eyeball movement algorithm and compared with results of VOR based gimbal movement. The gimbal camera was setup to render images (scenes) on flat monitors. Positions of pre-fixed targets in the images were used to measure the viewpoint changes. The proposed approach could successfully control and significantly reduce the viewpoint changes and stabilize the image to improve visual tracking of targets on flat monitors. The proposed method can also be used to render real-time camera feed to a head-mounted display (HMD) in an ergonomically pleasing way.
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21
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Bozgeyikli L"L, Bozgeyikli E, Katkoori S, Raij A, Alqasemi R. Effects of Virtual Reality Properties on User Experience of Individuals with Autism. ACM TRANSACTIONS ON ACCESSIBLE COMPUTING 2018. [DOI: 10.1145/3267340] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/27/2022]
Abstract
In recent years, virtual reality (VR) has been become a popular training tool for individuals with Autism Spectrum Disorder (ASD). Although VR was proven to be a promising tool for individuals with ASD, effects of VR properties or attributes of user interfaces designed for VR on user experience is still an unexplored area. In this study, we explore effects of five attributes of user interfaces designed for VR on user experience of high-functioning individuals with Autism Spectrum Disorder (HFASD): instruction methods, visual fidelity, view zoom, clutter, and motion. Our motivation is to give positive contribution to the design of future VR training applications for individuals with ASD so that more benefits can be gained. Three VR experiences were designed and implemented, and a user study was performed with 15 high-functioning individuals with ASD and 15 neurotypical individuals as the control group. Results indicated that using animated instructions and avoiding verbal instructions, using low visual fidelity and normal view zoom, and using no clutter and no motion in VR warehouse training applications targeting individuals with HFASD are good design practices.
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22
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Pardo PJ, Suero MI, Pérez ÁL. Correlation between perception of color, shadows, and surface textures and the realism of a scene in virtual reality. JOURNAL OF THE OPTICAL SOCIETY OF AMERICA. A, OPTICS, IMAGE SCIENCE, AND VISION 2018; 35:B130-B135. [PMID: 29603966 DOI: 10.1364/josaa.35.00b130] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 11/02/2017] [Accepted: 02/01/2018] [Indexed: 06/08/2023]
Abstract
Head-mounted displays allow us to go through immersive experiences in virtual reality and are expected to be present in more and more applications in both recreational and professional fields. In this context, recent years have witnessed significant advances in rendering techniques following physical models of lighting and shading. The aim of this paper is to check the fidelity of the visual appearance of real objects captured through a 3D scanner, rendered in a personal computer and displayed in a virtual reality device. We have compared forward versus deferred rendering in real-time computing using two different illuminations and five artwork replicas. The survey contains seven items for each artwork (color, shading, texture, definition, geometry, chromatic aberration, and pixelation) and an extra item related to the global realism. The results confirm recent advances in virtual reality, showing considerable visual fidelity of generated to real-world images, with a rate close to 4 in a 5-step perceptive scale. They also show a high correlation of the realism sensation with the fidelity of color reproduction, material texture, and definition of the artwork replicas. Moreover, statistically significant differences between two rendering modes are found, with a higher value of realism sensation in the deferred rendering mode.
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Yang LD, Yu RF, Lin XL, Xie YQ, Ma L. Visual search tasks: measurement of dynamic visual lobe and relationship with display movement velocity. ERGONOMICS 2018; 61:273-283. [PMID: 28682154 DOI: 10.1080/00140139.2017.1353138] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 11/26/2016] [Accepted: 07/04/2017] [Indexed: 06/07/2023]
Abstract
Visual lobe is a useful tool for predicting visual search performance. Up till now, no study has focused on dynamic visual lobe. This study developed a dynamic visual lobe measurement system (DVLMS) that could effectively map dynamic visual lobe and calculate visual lobe shape indices. The effects of display movement velocity on lobe shape indices were examined under four velocity conditions: 0, 4, 8 and 16 deg/s. In general, with the increase of display movement velocity, visual lobe area and perimeter became smaller, whereas lobe shape roundness, boundary smoothness, symmetry and regularity deteriorated. The elongation index was not affected by velocity. Regression analyses indicated that display movement velocity was important in determining dynamic visual lobe shape indices. Dynamic visual lobe provides another option for better understanding dynamic vision, in addition to dynamic visual acuity. Findings of this study can provide guidelines for analysing and designing dynamic visual tasks. Practitioner Summary: Dynamic visual lobe is important in reflecting the visual ability of searching for a moving target. We developed a dynamic visual lobe measurement system (DVLMS) and examined display movement velocity's effects on lobe shape. Findings revealed that velocity was a key factor affecting dynamic visual lobe shape indices.
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Affiliation(s)
- Lin-Dong Yang
- a Department of Industrial Engineering , Tsinghua University , Beijing , China
| | - Rui-Feng Yu
- a Department of Industrial Engineering , Tsinghua University , Beijing , China
| | - Xue-Lian Lin
- a Department of Industrial Engineering , Tsinghua University , Beijing , China
| | - Ya-Qing Xie
- a Department of Industrial Engineering , Tsinghua University , Beijing , China
| | - Liang Ma
- a Department of Industrial Engineering , Tsinghua University , Beijing , China
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Buttussi F, Chittaro L. Effects of Different Types of Virtual Reality Display on Presence and Learning in a Safety Training Scenario. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2018; 24:1063-1076. [PMID: 28092563 DOI: 10.1109/tvcg.2017.2653117] [Citation(s) in RCA: 35] [Impact Index Per Article: 5.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 05/23/2023]
Abstract
The increasing availability of head-mounted displays (HMDs) for home use motivates the study of the possible effects that adopting this new hardware might have on users. Moreover, while the impact of display type has been studied for different kinds of tasks, it has been scarcely explored in procedural training. Our study considered three different types of displays used by participants for training in aviation safety procedures with a serious game. The three displays were respectively representative of: (i) desktop VR (a standard desktop monitor), (ii) many setups for immersive VR used in the literature (an HMD with narrow field of view and a 3-DOF tracker), and (iii) new setups for immersive home VR (an HMD with wide field of view and 6-DOF tracker). We assessed effects on knowledge gain, and different self-reported measures (self-efficacy, engagement, presence). Unlike previous studies of display type that measured effects only immediately after the VR experience, we considered also a longer time span (2 weeks). Results indicated that the display type played a significant role in engagement and presence. The training benefits (increased knowledge and self-efficacy) were instead obtained, and maintained at two weeks, regardless of the display used. The paper discusses the implications of these results.
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25
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Ragan ED, Scerbo S, Bacim F, Bowman DA. Amplified Head Rotation in Virtual Reality and the Effects on 3D Search, Training Transfer, and Spatial Orientation. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2017; 23:1880-1895. [PMID: 28113630 DOI: 10.1109/tvcg.2016.2601607] [Citation(s) in RCA: 13] [Impact Index Per Article: 1.9] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/06/2023]
Abstract
Many types of virtual reality (VR) systems allow users to use natural, physical head movements to view a 3D environment. In some situations, such as when using systems that lack a fully surrounding display or when opting for convenient low-effort interaction, view control can be enabled through a combination of physical and virtual turns to view the environment, but the reduced realism could potentially interfere with the ability to maintain spatial orientation. One solution to this problem is to amplify head rotations such that smaller physical turns are mapped to larger virtual turns, allowing trainees to view the entire surrounding environment with small head movements. This solution is attractive because it allows semi-natural physical view control rather than requiring complete physical rotations or a fully-surrounding display. However, the effects of amplified head rotations on spatial orientation and many practical tasks are not well understood. In this paper, we present an experiment that evaluates the influence of amplified head rotation on 3D search, spatial orientation, and cybersickness. In the study, we varied the amount of amplification and also varied the type of display used (head-mounted display or surround-screen CAVE) for the VR search task. By evaluating participants first with amplification and then without, we were also able to study training transfer effects. The findings demonstrate the feasibility of using amplified head rotation to view 360 degrees of virtual space, but noticeable problems were identified when using high amplification with a head-mounted display. In addition, participants were able to more easily maintain a sense of spatial orientation when using the CAVE version of the application, which suggests that visibility of the user's body and awareness of the CAVE's physical environment may have contributed to the ability to use the amplification technique while keeping track of orientation.
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26
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Chellali A, Mentis H, Miller A, Ahn W, Arikatla VS, Sankaranarayanan G, De S, Schwaitzberg SD, Cao CGL. Achieving Interface and Environment Fidelity in the Virtual Basic Laparoscopic Surgical Trainer. INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES 2016; 96:22-37. [PMID: 30393449 PMCID: PMC6214218 DOI: 10.1016/j.ijhcs.2016.07.005] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/02/2023]
Abstract
Virtual reality trainers are educational tools with great potential for laparoscopic surgery. They can provide basic skills training in a controlled environment and free of risks for patients. They can also offer objective performance assessment without the need for proctors. However, designing effective user interfaces that allow the acquisition of the appropriate technical skills on these systems remains a challenge. This paper aims to examine a process for achieving interface and environment fidelity during the development of the Virtual Basic Laparoscopic Surgical Trainer (VBLaST). Two iterations of the design process were conducted and evaluated. For that purpose, a total of 42 subjects participated in two experimental studies in which two versions of the VBLaST were compared to the accepted standard in the surgical community for training and assessing basic laparoscopic skills in North America, the FLS box-trainer. Participants performed 10 trials of the peg transfer task on each trainer. The assessment of task performance was based on the validated FLS scoring method. Moreover, a subjective evaluation questionnaire was used to assess the fidelity aspects of the VBLaST relative to the FLS trainer. Finally, a focus group session with expert surgeons was conducted as a comparative situated evaluation after the first design iteration. This session aimed to assess the fidelity aspects of the early VBLaST prototype as compared to the FLS trainer. The results indicate that user performance on the earlier version of the VBLaST resulting from the first design iteration was significantly lower than the performance on the standard FLS box-trainer. The comparative situated evaluation with domain experts permitted us to identify some issues related to the visual, haptic and interface fidelity on this early prototype. Results of the second experiment indicate that the performance on the second generation VBLaST was significantly improved as compared to the first generation and not significantly different from that of the standard FLS box-trainer. Furthermore, the subjects rated the fidelity features of the modified VBLaST version higher than the early version. These findings demonstrate the value of the comparative situated evaluation sessions entailing hands on reflection by domain experts to achieve the environment and interface fidelity and training objectives when designing a virtual reality laparoscopic trainer. This suggests that this method could be used successfully in the future to enhance the value of VR systems as an alternative to physical trainers for laparoscopic surgery skills. Some recommendations on how to use this method to achieve the environment and interface fidelity of a VR laparoscopic surgical trainer are identified.
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Affiliation(s)
- Amine Chellali
- Department of Computer Engineering, IBISC Laboratory, University of Evry, Evry, France
- Department of Surgery, Cambridge Health Alliance, Harvard Medical School, Cambridge, MA, USA
| | - Helena Mentis
- Department of Surgery, Cambridge Health Alliance, Harvard Medical School, Cambridge, MA, USA
- Department of Information Systems, University of Maryland Baltimore County, Baltimore, MD, USA
| | - Amie Miller
- Department of Surgery, Cambridge Health Alliance, Harvard Medical School, Cambridge, MA, USA
- Department of Surgery, Wright State University, Dayton, OH, USA
| | - Woojin Ahn
- Center for Modeling, Simulation and Imaging in Medicine, Rensselaer Polytechnic Institute, NY, USA
| | - Venkata S. Arikatla
- Center for Modeling, Simulation and Imaging in Medicine, Rensselaer Polytechnic Institute, NY, USA
| | - Ganesh Sankaranarayanan
- Center for Modeling, Simulation and Imaging in Medicine, Rensselaer Polytechnic Institute, NY, USA
| | - Suvranu De
- Center for Modeling, Simulation and Imaging in Medicine, Rensselaer Polytechnic Institute, NY, USA
| | - Steven D. Schwaitzberg
- Department of Surgery, Cambridge Health Alliance, Harvard Medical School, Cambridge, MA, USA
| | - Caroline G. L. Cao
- Department of Biomedical, Industrial and Human Factors Engineering, Wright State University, Dayton, OH, USA
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