781 research outputs found

    Using Behavioral Realism to Estimate Presence: A Study of the Utility of Postural Responses to Motion Stimuli

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    We recently reported that direct subjective ratings of the sense of presence are potentially unstable and can be biased by previous judgments of the same stimuli (Freeman et al., 1999). Objective measures of the behavioral realism elicited by a display offer an alternative to subjective ratings. Behavioral measures and presence are linked by the premise that, when observers experience a mediated environment (VE or broadcast) that makes them feel present, they will respond to stimuli within the environment as they would to stimuli in the real world. The experiment presented here measured postural responses to a video sequence filmed from the hood of a car traversing a rally track, using stereoscopic and monoscopic presentation. Results demonstrated a positive effect of stereoscopic presentation on the magnitude of postural responses elicited. Posttest subjective ratings of presence, vection, and involvement were also higher for stereoscopically presented stimuli. The postural and subjective measures were not significantly correlated, indicating that nonproprioceptive postural responses are unlikely to provide accurate estimates of presence. Such postural responses may prove useful for the evaluation of displays for specific applications and in the corroboration of group subjective ratings of presence, but cannot be taken in place of subjective ratings

    Real-Time Viewport-Aware Optical Flow Estimation in 360-degree Videos for Visually-Induced Motion Sickness Mitigation

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    Visually-induced motion sickness (VIMS), a side effect of perceived motion caused by visual stimulation, is a major obstacle to the widespread use of Virtual Reality (VR). Along with scene object information, visual stimulation can be primarily indicated by optical flow, which characterizes the motion pattern, such as the intensity and direction of the moving image. We estimated the real time optical flow in 360-degree videos targeted at immersive user interactive visualization based on the user's current viewport. The proposed method allows the estimation of customized visual flow for each experience of dynamic 360-degree videos and is an improvement over previous methods that consider a single optical flow value for the entire equirectangular frame. We applied our method to modulate the opacity of granulated rest frames (GRFs), a technique consisting of visual noise-like randomly distributed visual references that are stable to the user's body during immersive pre-recorded 360-degree video experience. We report the results of a pilot one-session between-subject study with 18 participants, where users watched a 2-minute high-intensity 360-degree video. The results show that our proposed method successfully estimates optical flow, with pilot data showing that GRFs combined with real-time optical flow estimation may improve user comfort when watching 360-degree videos. However, more data are needed for statistically significant results

    A Tele-Operated Display With a Predictive Display Algorithm

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    Tele-operated display systems with head mounted displays (HMD) are becoming popular as visual feedback systems for tele-operation systems. However, the users are suffered from time-varying bidirectional delays caused by the latency and limited bandwidth of wireless communication networks. Here, we develop a tele-operated display system and a predictive display algorithm allowing comfortable use of HMDs by operators of tele-operation systems. Inspired by the kinematic model of the human head-neck complex, we built a robot neck-camera system to capture the field of view in any desired orientation. To reduce the negative effects of the time-varying bidirectional communication delay and operation delay of the robot neck, we developed a predictive display algorithm based on a kinematic model of the human/robot neck-camera system, and a geometrical model of a camera. Experimental results showed that the system provide predicted images with high frame rate to the user

    Aerospace medicine and biology: A continuing bibliography with indexes (supplement 341)

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    This bibliography lists 133 reports, articles and other documents introduced into the NASA Scientific and Technical Information System during September 1990. Subject coverage includes: aerospace medicine and psychology, life support systems and controlled environments, safety equipment, exobiology and extraterrestrial life, and flight crew behavior and performance

    Cross-benefits between virtual reality and games

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    electronic version (8 pp.)International audienceIn one hand, video games are dedicated to entertainment. In recent years, the emerging of consumers hardware dedicated to games induced great progress for realism and gameplay. Graphics rendering and physical engines, digital surround sound and new interaction interfaces are examples of areas which have benefited of these last improvements and widely contribute to the gaming experience. In another hand, virtual reality focus on user's presence which is its indubitable feeling of belonging to the virtual environment. As this goal is very hard to reach, studies have to focus on human through several research directions like immersion (3D vision, sound spatialization, haptic devices) and interaction which has to be as natural and non intrusive as possible. Recent researches on intersensoriality possibilities, metaphorical interactions or brain computer interfaces are examples of what would be achieved in immersion and interaction. At this point, we can argue that virtual reality can be a provider of new methods and resources for games. Unfortunately virtual reality room are expensive and difficult to deploy, what is probably the main reasons why virtual reality is still a laboratory experiment or confined to industrial simulator. Here is our double contribution : to combine video games and virtual reality through two different virtual reality game solutions and to design them with consumer grade components. This paper first presents a survey of both current video game evolutions and virtual reality researches. We will also give some examples of cross-benefits between video games and virtual reality. To illustrate this last point we will describe two virtual reality applications created by our research team and dedicated to gaming. Finally, as a prospective talk we will deal with three points : some recent virtual reality systems supposedly applicable to home gaming, some good points from DG that VR developers should incorporate in VR systems and last point, some lines of enquiry so that the union between VR and DG be at last consummate

    Advantages and limitations of virtual reality for balance assessment and rehabilitation

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    International audienceVirtual reality (VR) is now commonly used in many domains because of its ability to provide a standardized, reproducible and controllable environment. In balance assessment, it can be used to control stimuli presented to patients and thus accurately evaluate their progression or compare them to different populations in standardized situations. In balance rehabilitation, VR allows the creation of new generation tools and at the same time the means to assess the efficiency of each parameter of these tools in order to optimize them. Moreover, with the development of low-cost devices, this rehabilitation can be continued at home, making access to these tools much easier, in addition to their entertaining and thus motivating properties. Nevertheless, and even more with low-cost systems, VR has limits that can alter the results of the studies that use it: the latency of the system (the delay cumulated on each step of the process from data acquisition on the patients to multimodal outputs); and distance perception, which tends to be underestimated in VR. After having described why VR is an essential tool for balance assessment and rehabilitation and illustrated this statement with a case study, this review discusses the previous works in the domain with regards to the technological limits of V

    Remote Visual Observation of Real Places Through Virtual Reality Headsets

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    Virtual Reality has always represented a fascinating yet powerful opportunity that has attracted studies and technology developments, especially since the latest release on the market of powerful high-resolution and wide field-of-view VR headsets. While the great potential of such VR systems is common and accepted knowledge, issues remain related to how to design systems and setups capable of fully exploiting the latest hardware advances. The aim of the proposed research is to study and understand how to increase the perceived level of realism and sense of presence when remotely observing real places through VR headset displays. Hence, to produce a set of guidelines that give directions to system designers about how to optimize the display-camera setup to enhance performance, focusing on remote visual observation of real places. The outcome of this investigation represents unique knowledge that is believed to be very beneficial for better VR headset designs towards improved remote observation systems. To achieve the proposed goal, this thesis presents a thorough investigation of existing literature and previous researches, which is carried out systematically to identify the most important factors ruling realism, depth perception, comfort, and sense of presence in VR headset observation. Once identified, these factors are further discussed and assessed through a series of experiments and usability studies, based on a predefined set of research questions. More specifically, the role of familiarity with the observed place, the role of the environment characteristics shown to the viewer, and the role of the display used for the remote observation of the virtual environment are further investigated. To gain more insights, two usability studies are proposed with the aim of defining guidelines and best practices. The main outcomes from the two studies demonstrate that test users can experience an enhanced realistic observation when natural features, higher resolution displays, natural illumination, and high image contrast are used in Mobile VR. In terms of comfort, simple scene layouts and relaxing environments are considered ideal to reduce visual fatigue and eye strain. Furthermore, sense of presence increases when observed environments induce strong emotions, and depth perception improves in VR when several monocular cues such as lights and shadows are combined with binocular depth cues. Based on these results, this investigation then presents a focused evaluation on the outcomes and introduces an innovative eye-adapted High Dynamic Range (HDR) approach, which the author believes to be of great improvement in the context of remote observation when combined with eye-tracked VR headsets. Within this purpose, a third user study is proposed to compare static HDR and eye-adapted HDR observation in VR, to assess that the latter can improve realism, depth perception, sense of presence, and in certain cases even comfort. Results from this last study confirmed the author expectations, proving that eye-adapted HDR and eye tracking should be used to achieve best visual performances for remote observation in modern VR systems
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