596 research outputs found

    User-centered Virtual Environment Assessment And Design For Cognitive Rehabilitation Applications

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    Virtual environment (VE) design for cognitive rehabilitation necessitates a new methodology to ensure the validity of the resulting rehabilitation assessment. We propose that benchmarking the VE system technology utilizing a user-centered approach should precede the VE construction. Further, user performance baselines should be measured throughout testing as a control for adaptive effects that may confound the metrics chosen to evaluate the rehabilitation treatment. To support these claims we present data obtained from two modules of a user-centered head-mounted display (HMD) assessment battery, specifically resolution visual acuity and stereoacuity. Resolution visual acuity and stereoacuity assessments provide information about the image quality achieved by an HMD based upon its unique system parameters. When applying a user-centered approach, we were able to quantify limitations in the VE system components (e.g., low microdisplay resolution) and separately point to user characteristics (e.g., changes in dark focus) that may introduce error in the evaluation of VE based rehabilitation protocols. Based on these results, we provide guidelines for calibrating and benchmarking HMDs. In addition, we discuss potential extensions of the assessment to address higher level usability issues. We intend to test the proposed framework within the Human Experience Modeler (HEM), a testbed created at the University of Central Florida to evaluate technologies that may enhance cognitive rehabilitation effectiveness. Preliminary results of a feasibility pilot study conducted with a memory impaired participant showed that the HEM provides the control and repeatability needed to conduct such technology comparisons. Further, the HEM affords the opportunity to integrate new brain imaging technologies (i.e., functional Near Infrared Imaging) to evaluate brain plasticity associated with VE based cognitive rehabilitation

    Understanding, Modeling, and Simulating the Discrepancy Between Intended and Perceived Image Appearance on Optical See-Through Augmented Reality Displays

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    Augmented reality (AR) displays are transitioning from being primarily used in research and development settings, to being used by the general public. With this transition, these displays will be used by more people, in many different environments, and in many different contexts. Like other displays, the user\u27s perception of virtual imagery is influenced by the characteristics of the user\u27s environment, creating a discrepancy between the intended appearance and the perceived appearance of virtual imagery shown on the display. However, this problem is much more apparent for optical see-through AR displays, such as the HoloLens. For these displays, imagery is superimposed onto the user\u27s view of their environment, which can cause the imagery to become transparent and washed out in appearance from the user\u27s perspective. Any change in the user\u27s environment conditions or in the user\u27s position introduces changes to the perceived appearance of the AR imagery, and current AR displays do not adapt to maintain a consistent perceived appearance of the imagery being displayed. Because of this, in many environments the user may misinterpret or fail to notice information shown on the display. In this dissertation, I investigate the factors that influence user perception of AR imagery and demonstrate examples of how the user\u27s perception is affected for applications involving user interfaces, attention cues, and virtual humans. I establish a mathematical model that relates the user, their environment, their AR display, and AR imagery in terms of luminance or illuminance contrast. I demonstrate how this model can be used to classify the user\u27s viewing conditions and identify problems the user is prone to experience when in these conditions. I demonstrate how the model can be used to simulate changes in the user\u27s viewing conditions and to identify methods to maintain the perceived appearance of the AR imagery in changing conditions

    Effect of Display Polarity on Amplitude of Accommodation and Visual Fatigue

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    This study aimed to assess the changes in the amplitude of accommodation under different display polarities and ascertain the effect of display polarities on visual fatigue. Thirty subjects randomly underwent a reading task for 30 minutes with both positive and negative display polarities. The amplitude of accommodation was measured, and subjects were required to complete a subjective symptoms questionnaire; both before and after the reading task. The amplitude of accommodation and visual fatigue symptoms were significantly reduced after the reading task, with both display polarities. Keywords: Display polarity; amplitude of accommodation; visual fatigue eISSN: 2398-4287 © 2023. The Authors. Published for AMER & cE-Bs by e-International Publishing House, Ltd., UK. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), and cE-Bs (Centre for Environment-Behaviour Studies), College of Built Environment, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/ebpj.v8i24.461

    Deformable Beamsplitters: Enhancing Perception with Wide Field of View, Varifocal Augmented Reality Displays

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    An augmented reality head-mounted display with full environmental awareness could present data in new ways and provide a new type of experience, allowing seamless transitions between real life and virtual content. However, creating a light-weight, optical see-through display providing both focus support and wide field of view remains a challenge. This dissertation describes a new dynamic optical element, the deformable beamsplitter, and its applications for wide field of view, varifocal, augmented reality displays. Deformable beamsplitters combine a traditional deformable membrane mirror and a beamsplitter into a single element, allowing reflected light to be manipulated by the deforming membrane mirror, while transmitted light remains unchanged. This research enables both single element optical design and correct focus while maintaining a wide field of view, as demonstrated by the description and analysis of two prototype hardware display systems which incorporate deformable beamsplitters. As a user changes the depth of their gaze when looking through these displays, the focus of virtual content can quickly be altered to match the real world by simply modulating air pressure in a chamber behind the deformable beamsplitter; thus ameliorating vergence–accommodation conflict. Two user studies verify the display prototypes’ capabilities and show the potential of the display in enhancing human performance at quickly perceiving visual stimuli. This work shows that near-eye displays built with deformable beamsplitters allow for simple optical designs that enable wide field of view and comfortable viewing experiences with the potential to enhance user perception.Doctor of Philosoph

    A Perceptual Color-Matching Method for Examining Color Blending in Augmented Reality Head-Up Display Graphics

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    Augmented reality (AR) offers new ways to visualize information on-the-go. As noted in related work, AR graphics presented via optical see-through AR displays are particularly prone to color blending, whereby intended graphic colors may be perceptually altered by real-world backgrounds, ultimately degrading usability. This work adds to this body of knowledge by presenting a methodology for assessing AR interface color robustness, as quantitatively measured via shifts in the CIE color space, and qualitatively assessed in terms of users’ perceived color name. We conducted a human factors study where twelve participants examined eight AR colors atop three real-world backgrounds as viewed through an in-vehicle AR head-up display (HUD); a type of optical see-through display used to project driving-related information atop the forward-looking road scene. Participants completed visual search tasks, matched the perceived AR HUD color against the WCS color palette, and verbally named the perceived color. We present analysis that suggests blue, green, and yellow AR colors are relatively robust, while red and brown are not, and discuss the impact of chromaticity shift and dispersion on outdoor AR interface design. While this work presents a case study in transportation, the methodology is applicable to a wide range of AR displays in many application domains and settings

    Perceived Depth Control in Stereoscopic Cinematography

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    Despite the recent explosion of interest in the stereoscopic 3D (S3D) technology, the ultimate prevailing of the S3D medium is still significantly hindered by adverse effects regarding the S3D viewing discomfort. This thesis attempts to improve the S3D viewing experience by investigating perceived depth control methods in stereoscopic cinematography on desktop 3D displays. The main contributions of this work are: (1) A new method was developed to carry out human factors studies on identifying the practical limits of the 3D Comfort Zone on a given 3D display. Our results suggest that it is necessary for cinematographers to identify the specific limits of 3D Comfort Zone on the target 3D display as different 3D systems have different ranges for the 3D Comfort Zone. (2) A new dynamic depth mapping approach was proposed to improve the depth perception in stereoscopic cinematography. The results of a human-based experiment confirmed its advantages in controlling the perceived depth in viewing 3D motion pictures over the existing depth mapping methods. (3) The practicability of employing the Depth of Field (DoF) blur technique in S3D was also investigated. Our results indicate that applying the DoF blur simulation on stereoscopic content may not improve the S3D viewing experience without the real time information about what the viewer is looking at. Finally, a basic guideline for stereoscopic cinematography was introduced to summarise the new findings of this thesis alongside several well-known key factors in 3D cinematography. It is our assumption that this guideline will be of particular interest not only to 3D filmmaking but also to 3D gaming, sports broadcasting, and TV production
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