62 research outputs found

    Software techniques for improving head mounted displays to create comfortable user experiences in virtual reality

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    Head Mounted Displays (HMDs) allow users to experience Virtual Reality (VR) with a great level of immersion. Advancements in hardware technologies have led to a reduction in cost of producing good quality VR HMDs bringing them out from research labs to consumer markets. However, the current generation of HMDs suffer from a few fundamental problems that can deter their widespread adoption. For this thesis, we explored two techniques to overcome some of the challenges of experiencing VR when using HMDs. When experiencing VR with HMDs strapped to your head, even simple physical tasks like drinking a beverage can be difficult and awkward. We explored mixed reality renderings that selectively incorporate the physical world into the virtual world for interactions with physical objects. We conducted a user study comparing four rendering techniques that balance immersion in the virtual world with ease of interaction with the physical world. Users of VR systems often experience vection, the perception of self-motion in the absence of any physical movement. While vection helps to improve presence in VR, it often leads to a form of motion sickness called cybersickness. Prior work has discovered that changing vection (changing the perceived speed or moving direction) causes more severe cybersickness than steady vection (walking at a constant speed or in a constant direction). Based on this idea, we tried to reduce cybersickness caused by character movements in a First Person Shooter (FPS) game in VR. We propose Rotation Blurring (RB), uniformly blurring the screen during rotational movements to reduce cybersickness. We performed a user study to evaluate the impact of RB in reducing cybersickness and found that RB led to an overall reduction in sickness levels of the participants and delayed its onset. Participants who experienced acute levels of cybersickness benefited significantly from this technique

    Virtual Swimming — Breaststroke Body Movements Facilitate Vection

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    Larger Head Displacement to Optic Flow Presented in the Lower Visual Field

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    Optic flow that simulates self-motion often produces postural adjustment. Although literature has suggested that human postural control depends largely on visual inputs from the lower field in the environment, effects of the vertical location of optic flow on postural responses are not well investigated. Here, we examined whether optic flow presented in the lower visual field produces stronger responses than optic flow in the upper visual field. Either expanding or contracting optic flow was presented in upper, lower, or full visual fields through an Oculus Rift head-mounted display. Head displacement and vection strength were measured. Results showed larger head displacement under the optic flow presentation in the full visual field and the lower visual field than the upper visual field, during early period of presentation of the contracting optic flow. Vection was strongest in the full visual field and weakest in the upper visual field. Our findings of lower field superiority in head displacement and vection support the notion that ecologically relevant information has a particularly important role in human postural control and self-motion perception

    Visuo-vestibular mechanisms of bodily self-consciousness

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    Bodily self-consciousness is linked to multisensory integration and is particularly dependent on vestibular perception providing the brain with the main sensory cues about body motion and location in space. Vestibular and visual inputs are permanently balanced and integrated to encode the most optimal representation of the external world and of the observer in the central nervous system. Vection, an illusory self-motion experience induced only by visual stimuli, illustrates the fact that the visual and the vestibular systems share common neural underpinnings and a similar phenomenology. Optokinetic stimulation inducing vection and direct vestibular stimulation induce whole-body motion sensations that can be used to explore multisensory interactions. A failure in visuo-vestibular integration, artificially induced by the methods of cognitive psychology or in pathological conditions, has also been reported to altered own body perception and bodily self-consciousness. The respective contributions of the vestibular and visual systems to bodily self-consciousness amongst other polymodal sensory mechanisms, and the neural correlates of visuo-vestibular convergence, should be better understood. We first performed a neuroimaging study of brain regions where optokinetic and vestibular stimuli converge, using 7T functional magnetic resonance imaging in individual subjects. We identified three main regions of convergence: (1) the depth of supramarginal gyrus or retroinsular cortex, (2) the surface of supramarginal gyrus at the temporo-parietal junction, (3) and the posterior part of middle temporal gyrus and superior temporal sulcus. Then, we aimed to induce the embodiment of an external fake rubber hand through visuo-tactile conflict - the so-called rubber hand illusion paradigm, and studied how this integration is modulated by vection. Subjects experiencing vection in the direction of the rubber hand mislocalised the position of their real hand towards the rubber hand indicating that visuo-vestibular stimuli can enhance visuo-tactile integration. We also investigated if visuo-proprioceptive and tactile integration in peripersonal space could be dynamically updated based on the congruency of visual and proprioceptive feedback. A pair of rubber hands or feet provided visual feedback. Fake and real limbs were crossed or uncrossed. We showed that sensory cues were integrated in peripersonal space, dynamically reshaped but only for hands. Finally, we investigated a rare case of an illusory own body perception in an epileptic patient suffering from multiple daily disembodiments during seizures. Seizures were associated to a focal cortical microdysplasia juxtaposed to a developmental venous anomaly in the left angular gyrus, a brain region known to be important for visuo-vestibular integration and bodily self-consciousness. Our results characterize the inferior parietal lobule as a crucial structure in merging visual, vestibular, tactile and proprioceptive inputs, allowing the emergence of the global and unified experience of being âI.â Multisensory body representation can be reshaped transiently using visual and vestibular signals or in relation to a medical condition affecting the temporo-parietal junction. The integration of visual and vestibular signals, aims to adapt dynamically our internal representations to constant changes occurring in our environment

    The Role of Perspective in Mental Time Travel

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    Recent years have seen accumulating evidence for the proposition that people process time by mapping it onto a linear spatial representation and automatically “project” themselves on an imagined mental time line. Here, we ask whether people can adopt the temporal perspective of another person when travelling through time. To elucidate similarities and differences between time travelling from one’s own perspective or from the perspective of another person, we asked participants to mentally project themselves or someone else (i.e., a coexperimenter) to different time points. Three basic properties of mental time travel were manipulated: temporal location (i.e., where in time the travel originates: past, present, and future), motion direction (either backwards or forwards), and temporal duration (i.e., the distance to travel: one, three, or five years). We found that time travels originating in the present lasted longer in the self- than in the other-perspective. Moreover, for self-perspective, but not for other-perspective, time was differently scaled depending on where in time the travel originated. In contrast, when considering the direction and the duration of time travelling, no dissimilarities between the self- and the other-perspective emerged. These results suggest that self- and other-projection, despite some differences, share important similarities in structure

    Human Visual Navigation: Effects of Visual Context, Navigation Mode, and Gender

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    Abstract This thesis extends research on human visual path integration using optic flow cues. In three experiments, a large-scale path-completion task was contextualised within highly-textured authentic virtual environments. Real-world navigational experience was further simulated, through the inclusion of a large roundabout on the route. Three semi-surrounding screens provided a wide field of view. Participants were able to perform the task, but directional estimates showed characteristic errors, which can be explained with a model of distance misperception on the outbound roads of the route. Display and route layout parameters had very strong effects on performance. Gender and navigation mode were also influential. Participants consistently underestimated the final turn angle when simulated self-motion was viewed passively, on large projection screens in a driving simulator. Error increased with increasing size of the internal angle, on route layouts based on equilateral or isosceles triangles. A compressed range of responses was found. Higher overall accuracy was observed when a display with smaller desktop computer monitors was used; especially when simulated self-motion was actively controlled with a steering wheel and foot pedals, rather than viewed passively. Patterns and levels of error depended on route layout, which included triangles with non-equivalent lengths of the two outbound roads. A powerful effect on performance was exerted by the length of the "approach segment" on the route: that is, the distance travelled on the first outbound road, combined with the distance travelled between the two outbound roads on the roundabout curve. The final turn angle was generally overestimated on routes with a long approach segment (those with a long first road and a 60° or 90° internal angle), and underestimated on routes with a short approach segment (those with a short first road or the 120° internal angle). Accuracy was higher for active participants on routes with longer approach segments and on 90° angle trials, and for passive participants on routes with shorter approach segments and on 120° angle trials. Active participants treated all internal angles as 90° angles. Participants performed with lower overall accuracy when optic flow information was disrupted, through the intermittent presentation of self-motion on the small-screen display, in a sequence of static snapshots of the route. Performance was particularly impaired on routes with a long approach segment, but quite accurate on those with a short approach segment. Consistent overestimation of the final angle was observed, and error decreased with increasing size of the internal angle. Participants treated all internal angles as 120° angles. The level of available visual information did not greatly affect estimates, in general. The degree of curvature on the roundabout mainly influenced estimates by female participants in the Passive condition. Compared with males, females performed less accurately in the driving simulator, and with reduced optic flow cues; but more accurately with the small-screen display on layouts with a short approach segment, and when they had active control of the self-motion. The virtual environments evoked a sense of presence, but this had no effect on task performance, in general. The environments could be used for training navigational skills where high precision is not required

    The Effects of Different Optokinetic Drum Rotation Speeds on Motion Sickness Symptoms, Cognitive Performance and Sleep Amount

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    Symptoms of motion sickness can be disruptive to human performance. If vection-induced motion sickness symptoms, sleep amount disruptions, and worsening of cognitive performance can be measured and characterized, there are practical implications for equipment design, especially for virtual reality devices and simulators. The researcher conducted three studies. The first study examined the effects of different rotation speeds (0 RPM, 5 RPM, and 10 RPM) of the optokinetic drum on motion sickness symptoms. Motion sickness symptoms were measured using the Simulator Sickness Questionnaire (SSQ). Before exposure to the optokinetic drum, participants were not significantly different from one another in terms of motion sickness symptoms. During exposure to the optokinetic drum, the 5 and 10 RPM conditions experienced significantly more motion sickness symptoms than the 0 RPM condition. Comparing the 5 and 10 RPM conditions during the time of exposure to the optokinetic drum, the 5 and 10 RPM conditions were not significantly different from each other most of the time, with minor exceptions, where the 10 RPM condition induced significantly more motion sickness symptoms than the 5 RPM condition. The second study examined the effects of different rotation speeds of the optokinetic drum and time on cognitive performance. Cognitive performance was measured using the Switching test of the Automated Neuropsychological Assessment Metrics. Cognitive performance, accuracy and mean reaction time were not affected by exposure to the optokinetic drum. The third study examined the effects of different rotation speeds of the optokinetic drum and time on sleep amount. Sleep amount was measured using actigraphs and sleep logs. Sleep amount was not affected by exposure to the optokinetic drum. This project shows that the optokinetic drum is an effective tool to induce and study motion sickness symptoms. Future studies may use the optokinetic drum as a tool to study preventive measures against motion sickness in various environments

    Le rôle de l'intégration vestibulo-visuelle au sein du contrôle postural debout

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    Lors de ce projet de maîtrise, la contribution de l’intégration de l’information visuelle et vestibulaire sur le contrôle postural debout a été investiguée chez une population jeune et saine. Huit sujets (4 hommes; 4 femmes) furent soumis à diverses combinaisons de stimulation vestibulaire galvanique (SVG) et de stimulation optocinétique (rotation d’un nuage de point dans le plan frontal; SOC) impliquant 2 conditions visuelles (vision non-perturbée, nO; SOC droite, OS) et à 3 conditions vestibulaires (absence de stimulation, nG; SVG droite, GR; SVG gauche, GL). Ainsi, les 6 conditions expérimentales furent: absence de stimulation sensorielle (nG_nO), stimulation sensorielle indépendante (nG_OS, GR_nO and GL_nO) et combinée (GR_OS and GL_OS). Les mouvements angulaires de la tête et du tronc ainsi que du centre de pression (CoP) furent principalement évalués. Lors des conditions indépendantes de SVG (GR_nO et GL_nO), les résultats démontrent un déplacement de la tête, du tronc et du CoP en direction de l’anode. La nG_OS entraîne un déplacement angulaire comparable de la tête et du tronc vers la droite. La somme algébrique des réponses aux stimulations indépendantes (nG_OS et GR_nO) n’était pas significativement différente des résultats des stimulations combinées dans la même direction. Par ailleurs, la somme algébrique des stimulations nG_OS et GL_nO ne différait pas des stimulations combinées (GL_OS) ou de l’absence de stimulation (nG_nO). Finalement, les stimulations vestibulaires et visuelles ont entraîné une réponse posturale différente au niveau du CoP et les informations vestibulaires et visuelles semblent s’additionner de façon linéaire
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