18 research outputs found

    A virtual environment system for spatial orientation research

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    Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1995.Includes bibliographical references (leaves 74-75).by John de Souza.M.S

    Change blindness: eradication of gestalt strategies

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    Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149–164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task

    Spatial Displays and Spatial Instruments

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    The conference proceedings topics are divided into two main areas: (1) issues of spatial and picture perception raised by graphical electronic displays of spatial information; and (2) design questions raised by the practical experience of designers actually defining new spatial instruments for use in new aircraft and spacecraft. Each topic is considered from both a theoretical and an applied direction. Emphasis is placed on discussion of phenomena and determination of design principles

    Presence 2005: the eighth annual international workshop on presence, 21-23 September, 2005 University College London (Conference proceedings)

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    OVERVIEW (taken from the CALL FOR PAPERS) Academics and practitioners with an interest in the concept of (tele)presence are invited to submit their work for presentation at PRESENCE 2005 at University College London in London, England, September 21-23, 2005. The eighth in a series of highly successful international workshops, PRESENCE 2005 will provide an open discussion forum to share ideas regarding concepts and theories, measurement techniques, technology, and applications related to presence, the psychological state or subjective perception in which a person fails to accurately and completely acknowledge the role of technology in an experience, including the sense of 'being there' experienced by users of advanced media such as virtual reality. The concept of presence in virtual environments has been around for at least 15 years, and the earlier idea of telepresence at least since Minsky's seminal paper in 1980. Recently there has been a burst of funded research activity in this area for the first time with the European FET Presence Research initiative. What do we really know about presence and its determinants? How can presence be successfully delivered with today's technology? This conference invites papers that are based on empirical results from studies of presence and related issues and/or which contribute to the technology for the delivery of presence. Papers that make substantial advances in theoretical understanding of presence are also welcome. The interest is not solely in virtual environments but in mixed reality environments. Submissions will be reviewed more rigorously than in previous conferences. High quality papers are therefore sought which make substantial contributions to the field. Approximately 20 papers will be selected for two successive special issues for the journal Presence: Teleoperators and Virtual Environments. PRESENCE 2005 takes place in London and is hosted by University College London. The conference is organized by ISPR, the International Society for Presence Research and is supported by the European Commission's FET Presence Research Initiative through the Presencia and IST OMNIPRES projects and by University College London

    Evaluation of Detecting Cybersickness via VR HMD Positional Measurements Under Realistic Usage Conditions.

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    With the resurgence of virtual reality, head-mounted displays (VR HMD) technologies since 2015, VR technology is becoming ever more present in people's day-to-day lives. However, one significant barrier to this progress is a condition called cybersickness, a form of motion sickness induced by the usage of VR HMD’s. It is often debilitating to sufferers, resulting in symptoms anywhere from mild discomfort to full-on vomiting. Much research effort focuses on identifying the cause of and solution to this problem, with many studies reporting various factors that influence cybersickness, such as vection and field of view. However, there is often disagreement in these studies' results and comparing the results is often complicated as stimuli used for the experiments vary wildly. This study theorised that these results' mismatch might partially be down to the different mental loads of these tasks, which may influence cybersickness and stability-based measurement methods such as postural stability captured by the centre of pressure (COP) measurements. One recurring desire in these research projects is the idea of using the HMD device itself to capture the stability of the users head. However, measuring the heads position via the VR HMD is known to have inaccuracies meaning a perfect representation of the heads position cannot be measured. This research took the HTC Vive headset and used it to capture the head position of multiple subjects experiencing two different VR environments under differing levels of cognitive load. The design of these test environments reflected normal VR usage. This research found that the VR HMD measurements in this scenario may be a suitable proxy for recording instability. However, the underlying method was greatly influenced by other factors, with cognitive load (5.4% instability increase between the low and high load conditions) and test order (2.4% instability decrease between first run and second run conditions) having a more significant impact on the instability recorded than the onset of cybersickness (2% instability increase between sick and well participants). Also, separating participants suffering from cybersickness from unaffected participants was not possible based upon the recorded motion alone. Additionally, attempts to capture stability data during actual VR gameplay in specific areas of possible head stability provided mixed results and failed to identify participants exhibiting symptoms of cybersickness successfully. In conclusion, this study finds that while a proxy measurement for head stability is obtainable from an HTC Vive headset, the results recorded in no way indicate cybersickness onset. Additionally, the study proves cognitive load and test order significantly impact stability measurements recorded in this way. As such, this approach would need calibration on a case-by-case basis if used to detect cybersickness

    Visually Guided Control of Movement

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    The papers given at an intensive, three-week workshop on visually guided control of movement are presented. The participants were researchers from academia, industry, and government, with backgrounds in visual perception, control theory, and rotorcraft operations. The papers included invited lectures and preliminary reports of research initiated during the workshop. Three major topics are addressed: extraction of environmental structure from motion; perception and control of self motion; and spatial orientation. Each topic is considered from both theoretical and applied perspectives. Implications for control and display are suggested

    Sensor Fusion in the Perception of Self-Motion

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    This dissertation has been written at the Max Planck Institute for Biological Cybernetics (Max-Planck-Institut fĂĽr Biologische Kybernetik) in TĂĽbingen in the department of Prof. Dr. Heinrich H. BĂĽlthoff. The work has universitary support by Prof. Dr. GĂĽnther Palm (University of Ulm, Abteilung Neuroinformatik). Main evaluators are Prof. Dr. GĂĽnther Palm, Prof. Dr. Wolfgang Becker (University of Ulm, Sektion Neurophysiologie) and Prof. Dr. Heinrich BĂĽlthoff.amp;lt;bramp;gt;amp;lt;bramp;gt; The goal of this thesis was to investigate the integration of different sensory modalities in the perception of self-motion, by using psychophysical methods. Experiments with healthy human participants were to be designed for and performed in the Motion Lab, which is equipped with a simulator platform and projection screen. Results from psychophysical experiments should be used to refine models of the multisensory integration process, with an mphasis on Bayesian (maximum likelihood) integration mechanisms.amp;lt;bramp;gt;amp;lt;bramp;gt; To put the psychophysical experiments into the larger framework of research on multisensory integration in the brain, results of neuroanatomical and neurophysiological experiments on multisensory integration are also reviewed

    Factors Affecting Spatial Awareness in Non- Stereo Visual Representations of Virtual, Real and Digital Image Environments

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    The increasing number of applications employing virtual environment (VE) technologies as a tool, particularly those that use VE as surrogates, makes it important to examine the ability of VE to provide realistic simulations to users. Accurate space and distance perceptions have been suggested as essential preconditions for the reliable use of VE technologies in various applications. However, space and distance perception in the VE has been reported by some investigators as being perceived differently from the real world. Thus, the overall aim of this thesis is to improve our understanding of factors affecting spatial awareness in the VE. The general approach is based on a strategy of conducting empirical investigations comparing tasks performed in the VE to similar tasks performed in the real world. This research has examined the effect of display related factors on users' spatial task performance in the context of static, dynamic and interactive presentations. Three sets of experiments in these respective contexts were conducted to explore the influence of image type, display size, viewing distance, physiological cues, interface device and travel modes on distance estimate and spatial memory tasks. For distance perception, results revealed that the effect of image type depends on the context of presentations, the type of asymmetrical distances and image resolution. The effect of display size in static and dynamic presentations is consistent with the results of previous investigations. However, results from evaluations conducted by the author have indicated that other factors such as viewing distance and physiological cues were also accountable. In interactive presentations, results indicated that display size had different effects on different users whereby familiarity with display size may influence user's performance. Similarly, it was shown that a commonly used interface device is more useful and beneficial for user's spatial memory performance in the VE than the less familiar ones. In terms of travel mode, the natural method of movement available in the real world may not necessary be better than the unnatural movement which is possible in the VE. The results of investigations reported in this thesis contribute towards knowledge and understanding on factors affecting spatial awareness in the real and VE. In particular, they highlight the influence of these factors in space and distance perception in different contexts of VE presentations which will serve as important scientifically based guidelines for designers and users ofVE applications
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