395 research outputs found

    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

    An educational experience in ancient Rome to evaluate the impact of virtual reality on human learning processes

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    Immersive Virtual Reality technology has recently gained significant attention and is expanding its applications to various fields. It also has many advantages in education, as it allows to both simplify the explanation of complex topics through their visualization, and explore lost or unreachable environments. To evaluate the impact of immersive experiences on learning outcomes we developed an educational experience that lets users visit an ancient Roman Domus and provides information about daily life in Roman times. We designed a between-subjects data collection to investigate learning ratio, user experience, and cybersickness of participants through anonymous questionnaires. We collected 76 responses of participants (18–35 y.o.) divided into three conditions: a Immersive Virtual Reality experience, a slide-based lecture and a 2D desktop-based experience. Our results show that the virtual reality experience is considered more engaging and as effective as more traditional 2D and slide-based experiences in terms of learning

    Collaborative Work Enabled by Immersive Environments

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    EXPLORING THE ABILITY TO EMPLOY VIRTUAL 3D ENTITIES OUTDOORS AT RANGES BEYOND 20 METERS

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    The Army is procuring the Integrated Visual Augmentation System (IVAS) system to enable enhanced night vision, planning, and training capability. One known limitation of the IVAS system is the limited ability to portray virtual entities at far ranges in the outdoors due to light wash out, accurate positioning, and dynamic occlusion. The primary goal of this research was to evaluate fixed three-dimensional (3D) visualizations to support outdoor training for fire teams through squads, requiring target visualizations for 3D non-player characters or vehicles at ranges up to 300 m. Tools employed to achieve outdoor visualizations included GPS locational data with virtual entity placement, and sensors to adjust device light levels. This study was conducted with 20 military test subjects in three scenarios at the Naval Postgraduate School using a HoloLens II. Outdoor location considerations included shadows, background clutter, cars blocking the field of view, and the sun’s positioning. Users provided feedback on identifying the type of object, and the difficulty in finding the object. The results indicate GPS only aided in identification for objects up to 100 m. Animation had a statistically insignificant effect on identification of objects. Employment of software to adjust the light levels of the virtual objects aided in identification of objects at 200 m. This research develops a clearer understanding of requirements to enable the employment of mixed reality in outdoor training.Lieutenant Colonel, United States ArmyApproved for public release. Distribution is unlimited

    Modeling online adaptive navigation in virtual environments based on PID control

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    It is well known that locomotion-dominated navigation tasks may highly provoke cybersickness effects. Past research has proposed numerous approaches to tackle this issue based on offline considerations. In this work, a novel approach to mitigate cybersickness is presented based on online adaptative navigation. Considering the Proportional-Integral-Derivative (PID) control method, we proposed a mathematical model for online adaptive navigation parameterized with several parameters, taking as input the users' electro-dermal activity (EDA), an efficient indicator to measure the cybersickness level, and providing as output adapted navigation accelerations. Therefore, minimizing the cybersickness level is regarded as an argument optimization problem: find the PID model parameters which can reduce the severity of cybersickness. User studies were organized to collect non-adapted navigation accelerations and the corresponding EDA signals. A deep neural network was then formulated to learn the correlation between EDA and navigation accelerations. The hyperparameters of the network were obtained through the Optuna open-source framework. To validate the performance of the optimized online adaptive navigation developed through the PID control, we performed an analysis in a simulated user study based on the pre-trained deep neural network. Results indicate a significant reduction of cybersickness in terms of EDA signal analysis and motion sickness dose value. This is a pioneering work which presented a systematic strategy for adaptive navigation settings from a theoretical point

    가상현실에서 몸의 자세와 공간인지, 공간이동방법, 존재감, 사이버멀미의 상호작용에 대한 연구

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    학위논문 (박사) -- 서울대학교 대학원 : 인문대학 협동과정 인지과학전공, 2021. 2. 이경민.가상현실은 몸과 마음이 공간에 함께 존재한다는 일상적 경험에 대해 새로운 관점을 제시한다. 컴퓨터로 매개된 커뮤니케이션에서 많은 경우 사용자들은 몸은 배제되며 마음의 존재가 중요하다고 느끼게 된다. 이와 관련하여 가상현실은 사용자들에게 커뮤니케이션에 있어 물리적 몸의 역할과 비체화된 상호작용의 중요성에 대해 연구할 수 있는 기회를 제공한다. 기존 연구에 의하면 실행, 주의집중, 기억, 지각과 같은 인지기능들이 몸의 자세에 따라 다르게 작용한다고 한다. 하지만 이와 같은 인지기능들과 몸 자세의 상호연관성은 여전히 명확히 밝혀지고 있지 않다. 특히 가상현실에서 몸의 자세가 지각반응에 대한 인지과정에 어떤 작용을 하는지에 대한 이해는 매우 부족한 상황이다. 가상현실 연구자들은 존재감을 가상현실의 핵심 개념으로 정의하였으며 효율적인 가상현실 시스템 구성과 밀접한 관계가 있다고 한다. 존재감은 가상공간에 있다고 느끼는 의식상태를 말한다. 구체적으로 가상현실 속 경험을 실재 존재한다고 느끼는 의식상태를 말한다. 이런 존재감이 높을 수록 현실처럼 인지하기에 존재감은 가상현실 경험을 측정하는 중요한 지표이다. 따라서 가상공간에 존재하고 있다는 의식적 경험 ((거기에 있다(being there)), 즉 존재감은 매개된 가상경험들의 인지 연구에 중요한 개념이다. 가상현실은 사이버멀미를 유발하는 것으로 알려져 있다. 이 증상은 가상현실의 사용성을 제약하는 주요 요인으로 효과적인 가상현실 경험을 위해 사이버멀미에 대한 다양한 연구가 필요하다. 사이버멀미는 가상현실 시스템을 사용할때 나타나며 어지러움, 방향상실, 두통, 땀흘림, 눈피로도등의 증상을 포함한다. 이런 사이버멀미에는 개인차, 사용된 기술, 공간디자인, 수행된 업무등 매우 다양 요인들이 관여하고 있어 명확한 원인을 규정할 수 없다. 이런 배경으로 인해 사이버멀미 저감과 관련한 다양한 연구들이 필요하며 이는 가상현실 발전에 중요한 의미를 갖는다. 공간인지는 3차원 공간에서 신체 움직임과 대상과의 상호작용에 중요한 역할을 하는 인지시스템이다. 가상공간에서 신체 움직임은 네비게이션, 사물조작, 다른 에이전트들과 상호작용에 관여한다. 특히 가상공간에서 네비게이션은 자주 사용되는 중요한 상호작용 방식이다. 이에 가상공간을 네비게이션 할때 존재감에 영향을 주지 않고 멀미증상을 유발하지 않는 효과적인 공간이동 방법에 대한 다양한 연구들이 이루어지고 있다. 이전 연구들에 의하면 시점이 존재감과 체화감에 영향을 준다고 한다. 이는 시점에 따라 사용자의 행동과 대상들과의 상호작용 방식에 달라지기 때문이다. 따라서 가상공간에서 경험 또한 시점에 따라 달라진다. 이런 배경으로 몸의 자세, 공간인지, 이동방법, 존재감, 사이버멀미의 상호 연관성에 대한 연구를 시점에 따라 분류해서 연구할 필요가 있다. 이를 통해 가상현실 속 공간 네비게이션에 대한 인지과정을 보다 다각적으로 이해 할 수 있을 것이다. 그동안 존재감과 사이버 멀미에 내재된 매커니즘을 이해하기 위해 다양한 연구들이 진행되어 왔다. 하지만 몸의 자세에 따른 인지작용이 존재감과 사이버멀미에 어떤 영향을 주는지에 대한 연구는 거의 이루어지지 않았다. 이에 본 학위논문에서는 1인칭과 3인칭 시점으로 분류된 별도의 실험과 연구를 진행하여 가상현실에서 몸의 자세와 공간인지, 공간이동방법, 존재감, 사이버멀미의 상호연관성을 보다 심층적으로 이해하고자 한다. 제3장에서는 3인칭시점의 실험과 결과에 대한 내용을 기술했다. 3인칭시점 실험에서는 가상공간에서 몸의 자세와 존재감의 상호연관성 연구를 위해 세가지 몸의 자세 (서있는 자세, 앉은 자세, 다리를 펴고 앉은 자세)와 2가지 타입의 공간이동 자유도 (무한, 유한)를 상호 비교했다. 실험결과에 의하면 공간이동 자유도가 무한한 경우 서있는 자세에서 존재감이 높게 나타났다. 추가적으로 가상공간에서 몸의 자세와 존재감은 공간이동자유도와 관련이 있는 것으로 나타났으며 여러 인지기능 중 주의집중이 몸의 자세, 존재감, 공간인지의 통합적 상호작용을 이끌어 낸 것으로 파악되었다. 3인칭시점의 결과들을 종합해 보면 몸 자세의 인지적 영향은 공간이동자유도와 상관관계가 있는 것으로 추측할 수 있다. 제4장에서는 1인칭시점의 실험과 결과에 대한 내용을 기술했다. 1인칭시점 실험에서는 가상공간에서 몸의 자세, 공간이동방법, 존재감, 사이버멀미의 상호연관성 연구를 위해 두 조건의 몸의 자세 (서있는 자세, 앉아 있는 자세)와 네가지 타입의 이동방법 (스티어링 + 몸을 활용한 회전, 스티어링 + 도구를 활용한 회전, 텔레포테이션 + 몸을 이용한 회전, 텔레포테이션 + 도구를 활용한 회전)의 상호 비교가 이루어 졌다. 실험결과에 의하면 위치이동방식과 회전방식에 따른 공간이동자유도는 성공적인 네비게이션과 관련이 있으며 존재감에 영향을 주는 것으로 나타났다. 추가적으로 연속적으로 시각정보가 입력되는 스티어링 방법은 자가운동을 높여 비연속적 방법인 텔레포테이션보다 사이버멀미를 더 유발하는 것으로 나타났다. 1인칭시점의 결과들을 종합해 보면 가상공간에서 네비게이션을 할때 존재감과 사이버멀미는 공간이동방법과 관련이 있는 것으로 가정할 수 있다. 제3장의 3인칭 시점 실험결과에 의하면 몸의 자세와 존재감은 상관관계가 있는 것으로 제시되었다. 반면 제4장의 실험결과에 의하면 1인칭시점으로 가상공간을 네비게이션 할 때는 공간이동방법이 존재감과 사이버멀미에 영향을 주는 것으로 나타났다. 이 두 실험에 대한 연구 결과를 통해 가상현실에서 몸의 자세와 공간인지 (네비게이션)의 상호연관성에 대한 이해를 확대하고 존재감 및 사이버멀미와 공간이동방법의 관련성을 밝힐 수 있을 것으로 기대한다.Immersive virtual environments (VEs) can disrupt the everyday connection between where our senses tell us we are and where we are actually located. In computer-mediated communication, the user often comes to feel that their body has become irrelevant and that it is only the presence of their mind that matters. However, virtual worlds offer users an opportunity to become aware of and explore both the role of the physical body in communication, and the implications of disembodied interactions. Previous research has suggested that cognitive functions such as execution, attention, memory, and perception differ when body position changes. However, the influence of body position on these cognitive functions is still not fully understood. In particular, little is known about how physical self-positioning may affect the cognitive process of perceptual responses in a VE. Some researchers have identified presence as a guide to what constitutes an effective virtual reality (VR) system and as the defining feature of VR. Presence is a state of consciousness related to the sense of being within a VE; in particular, it is a ‘psychological state in which the virtuality of the experience is unnoticed’. Higher levels of presence are considered to be an indicator of a more successful media experience, thus the psychological experience of ‘being there’ is an important construct to consider when investigating the association between mediated experiences on cognition. VR is known to induce cybersickness, which limits its application and highlights the need for scientific strategies to optimize virtual experiences. Cybersickness refers to the sickness associated with the use of VR systems, which has a range of symptoms including nausea, disorientation, headaches, sweating and eye strain. This is a complicated problem because the experience of cybersickness varies greatly between individuals, the technology being used, the design of the environment, and the task being performed. Thus, avoiding cybersickness represents a major challenge for VR development. Spatial cognition is an invariable precursor to action because it allows the formation of the necessary mental representations that code the positions of and relationships among objects. Thus, a number of bodily actions are represented mentally within a depicted VR space, including those functionally related to navigation, the manipulation of objects, and/or interaction with other agents. Of these actions, navigation is one of the most important and frequently used interaction tasks in VR environments. Therefore, identifying an efficient locomotion technique that does not alter presence nor cause motion sickness has become the focus of numerous studies. Though the details of the results have varied, past research has revealed that viewpoint can affect the sense of presence and the sense of embodiment. VR experience differs depending on the viewpoint of a user because this vantage point affects the actions of the user and their engagement with objects. Therefore, it is necessary to investigate the association between body position, spatial cognition, locomotion method, presence, and cybersickness based on viewpoint, which may clarify the understanding of cognitive processes in VE navigation. To date, numerous detailed studies have been conducted to explore the mechanisms underlying presence and cybersickness in VR. However, few have investigated the cognitive effects of body position on presence and cybersickness. With this in mind, two separate experiments were conducted in the present study on viewpoint within VR (i.e., third-person and first-person perspectives) to further the understanding of the effects of body position in relation to spatial cognition, locomotion method, presence, and cybersickness in VEs. In Chapter 3 (Experiment 1: third-person perspective), three body positions (standing, sitting, and half-sitting) were compared in two types of VR game with a different degree of freedom in navigation (DFN; finite and infinite) to explore the association between body position and the sense of presence in VEs. The results of the analysis revealed that standing has the most significant effect on presence for the three body positions that were investigated. In addition, the outcomes of this study indicated that the cognitive effect of body position on presence is associated with the DFN in a VE. Specifically, cognitive activity related to attention orchestrates the cognitive processes associated with body position, presence, and spatial cognition, consequently leading to an integrated sense of presence in VR. It can thus be speculated that the cognitive effects of body position on presence are correlated with the DFN in a VE. In Chapter 4 (Experiment 2: first-person perspective), two body positions (standing and sitting) and four types of locomotion method (steering + embodied control [EC], steering + instrumental control [IC], teleportation + EC, and teleportation + IC) were compared to examine the relationship between body position, locomotion method, presence, and cybersickness when navigating a VE. The results of Experiment 2 suggested that the DFN for translation and rotation is related to successful navigation and affects the sense of presence when navigating a VE. In addition, steering locomotion (continuous motion) increases self-motion when navigating a VE, which results in stronger cybersickness than teleportation (non-continuous motion). Overall, it can be postulated that presence and cybersickness are associated with the method of locomotion when navigating a VE. In this dissertation, the overall results of Experiment 1 suggest that the cognitive influence of presence is body-dependent in the sense that mental and brain processes rely on or are affected by the physical body. On the other hand, the outcomes of Experiment 2 illustrate the significant effects of locomotion method on the sense of presence and cybersickness during VE navigation. Taken together, the results of this study provide new insights into the cognitive effects of body position on spatial cognition (i.e., navigation) in VR and highlight the important implications of locomotion method on presence and cybersickness in VE navigation.Chapter 1. Introduction 1 1.1. An Introductory Overview of the Conducted Research 1 1.1.1. Presence and Body Position 1 1.1.2. Navigation, Cybersickness, and Locomotion Method 3 1.2. Research Objectives 6 1.3. Research Experimental Approach 7 Chapter 2. Theoretical Background 9 2.1. Presence 9 2.1.1. Presence and Virtual Reality 9 2.1.2. Presence and Spatiality 10 2.1.3. Presence and Action 12 2.1.4. Presence and Attention 14 2.2. Body Position 16 2.2.1. Body Position and Cognitive Effects 16 2.2.2. Body Position and Postural Control 18 2.2.3. Body Position and Postural Stability 19 2.3. Spatial Cognition: Degree of Freedom in Navigation 20 2.3.1. Degree of Freedom in Navigation and Decision-Making 20 2.4. Cybersickness 22 2.4.1. Cybersickness and Virtual Reality 22 2.4.2. Sensory Conflict Theory 22 2.4.3. Postural Instability Theory 23 2.5. Self-Motion 25 2.5.1. Vection and Virtual Reality 25 2.5.2. Self-Motion and Navigation in a VE 27 2.6. Navigation in Virtual Environments 29 2.6.1. Translation and Rotation in Navigation 29 2.6.2. Spatial Orientation and Embodiment 32 2.6.3. Locomotion Methods 37 2.6.4. Steering and Teleportation 38 Chapter 3. Experiment 1: Third-Person Perspective 40 3.1. Quantification of the Degree of Freedom in Navigation 40 3.2. Experiment 3.2.1. Experimental Design and Participants 41 3.2.2. Stimulus Materials 42 3.2.2.1. First- and Third-person Perspectives in Gameplay 43 3.2.3. Experimental Setup and Process 44 3.2.4. Measurements 45 3.3. Results 45 3.3.1. Presence: two-way ANOVA 45 3.3.2. Presence: one-way ANOVA 46 3.3.2.1. Finite Navigation Freedom 46 3.3.2.2. Infinite Navigation Freedom 47 3.3.3. Summary of the Results 48 3.4. Discussion 49 3.4.1. Presence and Body Position 49 3.4.2. Degree of Freedom in Navigation and Decision-Making 50 3.4.3. Gender Difference and Gameplay 51 3.5. Limitations 52 Chapter 4. Experiment 2: First-Person Perspective 53 4.1. Experiment 53 4.1.1. Experimental Design and Participants 53 4.1.2. Stimulus Materials 54 4.1.3. Experimental Setup and Process 55 4.1.4. Measurements 56 4.2. Results 57 4.2.1. Presence: two-way ANOVA 58 4.2.2. Cybersickness: two-way ANOVA 58 4.2.3. Presence: one-way ANOVA 60 4.2.3.1. Standing Position 60 4.2.3.2. Sitting Position 60 4.2.4. Cybersickness: one-way ANOVA 62 4.2.4.1. Standing Position 62 4.2.4.2. Sitting Position 62 4.2.5. Summary of the Results 63 4.3. Discussion 65 4.3.1. Presence 4.3.1.1. Presence and Locomotion Method 66 4.3.1.2. Presence and Body Position 68 4.3.2. Cybersickness 4.3.2.1. Cybersickness and Locomotion Method 69 4.3.2.2. Cybersickness and Body Position 70 4.4. Limitations 71 Chapter 5. Conclusion 72 5.1. Summary of Findings 72 5.2. Future Research Direction 73 References 75 Appendix A 107 Appendix B 110 국문초록 111Docto

    AR/VR inDigitalLearning:Influence, OpportunitiesandRisks’Mitigation

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    The paper discusses AR/VR/MR/XR technologies in learning namely their influence/ opportunity and risks’ mitigation. Main aspects are as follows: methodology (factors influencing a student’s cybersickness in AR/VR/MR/XR, the improved model of the cognitive activity in synthetic learning environment). It has been developed the technique and ICT to study psychophysiological changes in normal and stressed conditions. The experimentation results demon-strated that decrease in myocardial tension index under cognitive performance conditions in immersive activity over time of observation was more significant and this fact could be accounted in measurement of influence of the synthetic environment on students, as well as the technique to measure AR/VR/MR in-fluence. The technique proposed by the authors is based on modified ICT and used in previous research: to assess influence of AR/VR/MR/XR as changes of short cognitive/perceptual tests (3 minutes before the work and afterwards) with registration of physiological indices informative in our research.У статті розглядаються технології AR/VR/MR/XR у навчанні, а саме їх вплив/можливості та зменшення ризиків. Основні аспекти: методологія (фактори, що впливають на кіберхворобу студента в AR/VR/MR/XR, вдосконалена модель пізнавальної діяльності в синтетичному навчальному середовищі). Розроблено методику та ІКТ для вивчення психофізіологічних змін у нормальних та стресових умовах. Результати експерименту продемонстрували, що зниження індексу напруженості міокарда в умовах когнітивної діяльності в імерсивній діяльності з плином часу спостереження було більш істотним і цей факт можна було врахувати при вимірюванні впливу синтетичного середовища на студентів, а також методиці вимірювання. Вплив AR/VR/MR. Запропонована авторами методика заснована на модифікованому ІКТ і використана в попередніх дослідженнях: для оцінки впливу AR/VR/MR/XR як зміни коротких когнітивних/перцептивних тестів (3 хвилини до роботи та після) з реєстрацією фізіологічних показників. інформативним у нашому дослідженні

    The Perception/Action loop: A Study on the Bandwidth of Human Perception and on Natural Human Computer Interaction for Immersive Virtual Reality Applications

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    Virtual Reality (VR) is an innovating technology which, in the last decade, has had a widespread success, mainly thanks to the release of low cost devices, which have contributed to the diversification of its domains of application. In particular, the current work mainly focuses on the general mechanisms underling perception/action loop in VR, in order to improve the design and implementation of applications for training and simulation in immersive VR, especially in the context of Industry 4.0 and the medical field. On the one hand, we want to understand how humans gather and process all the information presented in a virtual environment, through the evaluation of the visual system bandwidth. On the other hand, since interface has to be a sort of transparent layer allowing trainees to accomplish a task without directing any cognitive effort on the interaction itself, we compare two state of the art solutions for selection and manipulation tasks, a touchful one, the HTC Vive controllers, and a touchless vision-based one, the Leap Motion. To this aim we have developed ad hoc frameworks and methodologies. The software frameworks consist in the creation of VR scenarios, where the experimenter can choose the modality of interaction and the headset to be used and set experimental parameters, guaranteeing experiments repeatability and controlled conditions. The methodology includes the evaluation of performance, user experience and preferences, considering both quantitative and qualitative metrics derived from the collection and the analysis of heterogeneous data, as physiological and inertial sensors measurements, timing and self-assessment questionnaires. In general, VR has been found to be a powerful tool able to simulate specific situations in a realistic and involving way, eliciting user\u2019s sense of presence, without causing severe cybersickness, at least when interaction is limited to the peripersonal and near-action space. Moreover, when designing a VR application, it is possible to manipulate its features in order to trigger or avoid triggering specific emotions and voluntarily create potentially stressful or relaxing situations. Considering the ability of trainees to perceive and process information presented in an immersive virtual environment, results show that, when people are given enough time to build a gist of the scene, they are able to recognize a change with 0.75 accuracy when up to 8 elements are in the scene. For interaction, instead, when selection and manipulation tasks do not require fine movements, controllers and Leap Motion ensure comparable performance; whereas, when tasks are complex, the first solution turns out to be more stable and efficient, also because visual and audio feedback, provided as a substitute of the haptic one, does not substantially contribute to improve performance in the touchless case
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