22,036 research outputs found

    A System for the Measurement of the Subjective Visual Vertical Using a Virtual Reality Device

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    The Subjective Visual Vertical (SVV) is a common test for evaluating the perception of verticality. Altered verticality has been connected with disorders in the otolithic, visual or proprioceptive systems, caused by stroke, Parkinson’s disease or multiple sclerosis, among others. Currently, this test is carried out using a variety of specific, mostly homemade apparatuses that include moving planes, buckets, hemispheric domes or a line projected in a screen. Our aim is to develop a flexible, inexpensive, user-friendly and easily extensible system based on virtual reality for the measurement of the SVV and several related visual diagnostic tests, and validate it through an experimental evaluation. Our evaluation showed that the proposed system is suitable for the measurement of SVV in healthy subjects. The next step is to perform a more elaborated experimentation on patients and compare the results with the measurements obtained from traditional methods

    Exploring individual user differences in the 2D/3D interaction with medical image data

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    User-centered design is often performed without regard to individual user differences. In this paper, we report results of an empirical study aimed to evaluate whether computer experience and demographic user characteristics would have an effect on the way people interact with the visualized medical data in a 3D virtual environment using 2D and 3D input devices. We analyzed the interaction through performance data, questionnaires and observations. The results suggest that differences in gender, age and game experience have an effect on people’s behavior and task performance, as well as on subjective\ud user preferences

    From presence to consciousness through virtual reality

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    Immersive virtual environments can break the deep, everyday connection between where our senses tell us we are and where we are actually located and whom we are with. The concept of 'presence' refers to the phenomenon of behaving and feeling as if we are in the virtual world created by computer displays. In this article, we argue that presence is worthy of study by neuroscientists, and that it might aid the study of perception and consciousness

    Can virtual reality predict body part discomfort and performance of people in realistic world for assembling tasks?

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    This paper presents our work on relationship of evaluation results between virtual environment (VE) and realistic environment (RE) for assembling tasks. Evaluation results consist of subjective results (BPD and RPE) and objective results (posture and physical performance). Same tasks were performed with same experimental configurations and evaluation results were measured in RE and VE respectively. Then these evaluation results were compared. Slight difference of posture between VE and RE was found but not great difference of effect on people according to conventional ergonomics posture assessment method. Correlation of BPD and performance results between VE and RE are found by linear regression method. Moreover, results of BPD, physical performance, and RPE in VE are higher than that in RE with significant difference. Furthermore, these results indicates that subjects feel more discomfort and fatigue in VE than RE because of additional effort required in VE

    Pervasive and standalone computing: The perceptual effects of variable multimedia quality.

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    The introduction of multimedia on pervasive and mobile communication devices raises a number of perceptual quality issues, however, limited work has been done examining the 3-way interaction between use of equipment, quality of perception and quality of service. Our work measures levels of informational transfer (objective) and user satisfaction (subjective)when users are presented with multimedia video clips at three different frame rates, using four different display devices, simulating variation in participant mobility. Our results will show that variation in frame-rate does not impact a user’s level of information assimilation, however, does impact a users’ perception of multimedia video ‘quality’. Additionally, increased visual immersion can be used to increase transfer of video information, but can negatively affect the users’ perception of ‘quality’. Finally, we illustrate the significant affect of clip-content on the transfer of video, audio and textual information, placing into doubt the use of purely objective quality definitions when considering multimedia presentations

    Effectiveness of a Virtual Reality Head-Mounted Display System-based Developmental Eye Movement Test

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    By transplanting the Developmental Eye Movement (DEM) test chart to a virtual reality head-mounted display (VR HMD) system, this study sought to evaluate the effectiveness of the DEM test for measuring dynamic visual acuity.Thirty-nine adults aged 20–39 years of both genders were the subjects of the study. After undergoing measurement of their visual function, through medical questionnaire, interpupillary distance, near point of convergence (NPC), near point of accommodation (NPA), and far and near phoria, the correlation between the tests was analyzed performing DEM vertical, horizontal test and VR HMD DEM (VHD) vertical, horizontal test.NPC and NPA decreased significantly after the VHD test, while phoria did not. The horizontal was quicker than the vertical in the DEM test, and vice versa in the VHD test. DEM was quicker than VHD in both the vertical and horizontal directions. There was no notable difference in error frequency between DEM and VHD. In terms of DEM and VHD test, there was no notable difference in the short-range IPD and subjective symptoms of the top 10 and bottom 10 subjects. There was also no notable difference between the exercise and non-exercise groups and the game and non-game groups.The performance time for VHD, in which the chart must be read while moving the body, was longer than that of DEM. Therefore, based on the consistency of the results of both tests and the lack of a difference in error frequency and subjective symptoms, the VHD equipment proposed in this thesis is as effective as dynamic visual acuity measurement equipment. In addition, the lack of a difference between the exercise and non-exercise groups and the game and non-game groups demonstrated that the amount of exercise and game by an ordinary person does not influence their dynamic visual function

    Natural Virtual Reality User Interface to Define Assembly Sequences for Digital Human Models

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    Digital human models (DHMs) are virtual representations of human beings. They are used to conduct, among other things, ergonomic assessments in factory layout planning. DHM software tools are challenging in their use and thus require a high amount of training for engineers. In this paper, we present a virtual reality (VR) application that enables engineers to work with DHMs easily. Since VR systems with head-mounted displays (HMDs) are less expensive than CAVE systems, HMDs can be integrated more extensively into the product development process. Our application provides a reality-based interface and allows users to conduct an assembly task in VR and thus to manipulate the virtual scene with their real hands. These manipulations are used as input for the DHM to simulate, on that basis, human ergonomics. Therefore, we introduce a software and hardware architecture, the VATS (virtual action tracking system). This paper furthermore presents the results of a user study in which the VATS was compared to the existing WIMP (Windows, Icons, Menus and Pointer) interface. The results show that the VATS system enables users to conduct tasks in a significantly faster way

    Examining trade-offs between social, psychological, and energy potential of urban form

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    Urban planners are often challenged with the task of developing design solutions which must meet multiple, and often contradictory, criteria. In this paper, we investigated the trade-offs between social, psychological, and energy potential of the fundamental elements of urban form: the street network and the building massing. Since formal methods to evaluate urban form from the psychological and social point of view are not readily available, we developed a methodological framework to quantify these criteria as the first contribution in this paper. To evaluate the psychological potential, we conducted a three-tiered empirical study starting from real world environments and then abstracting them to virtual environments. In each context, the implicit (physiological) response and explicit (subjective) response of pedestrians were measured. To quantify the social potential, we developed a street network centrality-based measure of social accessibility. For the energy potential, we created an energy model to analyze the impact of pure geometric form on the energy demand of the building stock. The second contribution of this work is a method to identify distinct clusters of urban form and, for each, explore the trade-offs between the select design criteria. We applied this method to two case studies identifying nine types of urban form and their respective potential trade-offs, which are directly applicable for the assessment of strategic decisions regarding urban form during the early planning stages
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