2,490 research outputs found

    Issues in development, evaluation, and use of the NASA Preflight Adaptation Trainer (PAT)

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    The Preflight Adaptation Trainer (PAT) is intended to reduce or alleviate space adaptation syndrome by providing opportunities for portions of that adaptation to occur under normal gravity conditions prior to space flight. Since the adaptation aspects of the PAT objectives involve modification not only of the behavior of the trainee, but also of sensiomotor skills which underly the behavioral generation, the defining of training objectives of the PAT utilizes four mechanisms: familiarization, demonstration, training and adaptation. These mechanisms serve as structural reference points for evaluation, drive the content and organization of the training procedures, and help to define the roles of the PAT instructors and operators. It was determined that three psychomotor properties are most critical for PAT evaluation: reliability; sensitivity; and relevance. It is cause for concern that the number of measures available to examine PAT effects exceed those that can be properly studied with the available sample sizes; special attention will be required in selection of the candidate measure set. The issues in PAT use and application within a training system context are addressed through linking the three training related mechanisms of familiarization, demonstration and training to the fourth mechanism, adaptation

    Object Manipulation in Virtual Reality Under Increasing Levels of Translational Gain

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    Room-scale Virtual Reality (VR) has become an affordable consumer reality, with applications ranging from entertainment to productivity. However, the limited physical space available for room-scale VR in the typical home or office environment poses a significant problem. To solve this, physical spaces can be extended by amplifying the mapping of physical to virtual movement (translational gain). Although amplified movement has been used since the earliest days of VR, little is known about how it influences reach-based interactions with virtual objects, now a standard feature of consumer VR. Consequently, this paper explores the picking and placing of virtual objects in VR for the first time, with translational gains of between 1x (a one-to-one mapping of a 3.5m*3.5m virtual space to the same sized physical space) and 3x (10.5m*10.5m virtual mapped to 3.5m*3.5m physical). Results show that reaching accuracy is maintained for up to 2x gain, however going beyond this diminishes accuracy and increases simulator sickness and perceived workload. We suggest gain levels of 1.5x to 1.75x can be utilized without compromising the usability of a VR task, significantly expanding the bounds of interactive room-scale VR

    The game transfer phenomena scale: an instrument for investigating the nonvolitional effects of video game playing

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    A variety of instruments have been developed to assess different dimensions of playing videogames and its effects on cognitions, affect, and behaviors. The present study examined the psychometric properties of the Game Transfer Phenomena Scale (GTPS) that assesses non-volitional phenomena experienced after playing videogames (i.e., altered perceptions, automatic mental processes, and involuntary behaviors). A total of 1,736 gamers participated in an online survey used as the basis for the analysis. Confirmatory factor analysis (CFA) was performed to confirm the factorial structure of the GTPS. The five-factor structure using the 20 indicators based on the analysis of gamers’ self-reports fitted the data well. Population cross-validity was also achieved and the positive associations between the session length and overall scores indicate the GTPS warranted criterion-related validity. Although the understanding of GTP is still in its infancy, the GTPS appears to be a valid and reliable instrument for assessing non-volitional gaming-related phenomena. The GTPS can be used for understanding the phenomenology of post-effects of playing videogames

    Aerospace medicine and biology: A continuing bibliography with indexes (supplement 359)

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    This bibliography lists 164 reports, articles and other documents introduced into the NASA Scientific and Technical Information System during Jan. 1992. Subject coverage includes: aerospace medicine and physiology, life support systems and man/system technology, protective clothing, exobiology and extraterrestrial life, planetary biology, and flight crew behavior and performance

    The Effect of Stereoscopic (3D) Movies on Psychological and Physiological Experiences

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    Despite the recent rise in the popularity of 3D entertainment technology, there is surprisingly little research on the psychophysiological experience of watching 3D movies. Previous studies suggest that exposure to stereoscopic (3D) images in training environments (e.g., flight simulators) can cause discomforts including eyestrain and visually induced motion sickness. However, existing research on 3D entertainment has been mixed and has relied primarily on retrospective, non-experimental research designs, which do not allow us to draw clear causal conclusions. The purpose of this study was to examine the psychological and physiological effects of viewing 3D movies using a controlled, manipulated experiment. Eighty-two participants were randomly assigned to watch a segment of a nature movie in either stereoscopic (3D) or standard (2D) format and were measured on their psychological and physiological experiences. A multivariate analysis of covariance (MANCOVA) revealed statistically significant adverse effects of the 3D movie format. Specifically, watching a movie segment in 3D resulted in significantly more ocular discomfort (e.g., eyestrain) and feelings of disorientation compared to watching the same segment in 2D. Most notably, these results were observed after controlling for an individual’s self-reported level of intolerance for physical discomfort and pre-existing attitudes towards 3D movies. Interestingly, although nausea is often reported anecdotally in reaction to 3D movies, we did not find significant effects of the 3D format on feelings of nausea. These results suggest that the direct psychophysiological experience of 3D movies is complex and continued research is necessary to improve the comfort and safety of consumers

    Aerospace Medicine and Biology: A continuing bibliography with indexes (supplement 314)

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    This bibliography lists 139 reports, articles, and other documents introduced into the NASA scientific and technical information system in August, 1988
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