1,055 research outputs found
Manipulations to reduce simulator-related transient adverse health effects during simulated driving
User comfort during simulated driving is of key importance, since reduced comfort can confound the experiment and increase dropout rates. A common comfort-affecting factor is simulator-related transient adverse health effect (SHE). In this study, we propose and evaluate methods to adapt a virtual driving scene to reduce SHEs. In contrast to the manufacturer-provided high-sensory conflict scene (high-SCS), we developed a low-sensory conflict scene (low-SCS). Twenty young, healthy participants drove in both the high-SCS and the low-SCS scene for 10min on two different days (same time of day, randomized order). Before and after driving, participants rated SHEs by completing the Simulator Sickness Questionnaire (SSQ). During driving, several physiological parameters were recorded. After driving in the high-SCS, the SSQ score increased in average by 129.4 (122.9%, p=0.002) compared to an increase of 5.0 (3.4%, p=0.878) after driving in the low-SCS. In the low-SCS, skin conductance decreased by 13.8% (p<0.01) and saccade amplitudes increased by 16.1% (p<0.01). Results show that the investigated methods reduce SHEs in a younger population, and the low-SCS is well accepted by the users. We expect that these measures will improve user comfort
The Effects of Primary and Secondary Task Workloads on Cybersickness in Immersive Virtual Active Exploration Experiences
Virtual reality (VR) technology promises to transform humanity. The technology enables users to explore and interact with computer-generated environments that can be simulated to approximate or deviate from reality. This creates an endless number of ways to propitiously apply the technology in our lives. It follows that large technological conglomerates are pushing for the widespread adoption of VR, financing the creation of the Metaverse - a hypothetical representation of the next iteration of the internet.
Even with VR technology\u27s continuous growth, its widespread adoption remains long overdue. This can largely be attributed to an affliction called cybersickness, an analog to motion sickness, which often manifests in users as an undesirable side-effect of VR experiences, inhibiting its sustained usage. This makes it highly important to study factors related to the malady.
The tasks performed in a simulated environment provide context, purpose, and meaning to the experience. Active exploration experiences afford users control over their motion, primarily allowing them to navigate through an environment. While navigating, users may also have to engage in secondary tasks that can be distracting. These navigation and distraction tasks differ in terms of the source and magnitude of attentional demands involved, potentially influencing how cyber-sickening a simulation can be. Given the sparse literature in this area, this dissertation sets out to investigate how the interplay between these factors impacts the onset and severity of sickness, thereby contributing to the knowledge base on how the attentional demands associated with the tasks performed during navigation affect cybersickness in virtual reality
Driver fatigue and performance decrements over time-on-task: Effects and mitigation
Road crashes are a leading cause of death by injury globally (WHO, 2018), with fatigue estimated to contribute to 17% of fatal crashes (Tefft, 2012; TfNSW, 2017). A century of research has advanced our knowledge regarding the causes and effects of fatigue, but much remains unknown. In particular, while there is evidence that both heightened sleep-need and characteristics of the driving task can give rise to fatigue, the relative and combined effects of these factors are not sufficiently understood. Also, while several potential task-based fatigue interventions have been suggested, the effectiveness of these potential interventions is not well established.
The present research is comprised of three empirical, driving simulator-based studies that aim to enhance our current understanding of the causes and possible mitigators of driver fatigue. The first study aimed to determine the contributions of time-on-task and sleep restriction, individually and combined, on the development of driver fatigue and performance impairment, and to investigate the potentially protective effects of a simple task modification. Sixty participants drove a simulated, monotonous route for 2 hours, under conditions of either prior sleep restriction or no sleep restriction, and with either normal speed limit signs or signs that required calculation of a mathematical problem, which has previously been shown to protect performance (Dunn & Williamson, 2012). Results clearly demonstrate that both sleep restriction and time-on-task contribute independently to driver fatigue, but there was some indication that sleep-restricted drivers could initially protect their performance, perhaps through the exertion of greater effort. The speed sign manipulation failed to show any protective effects.
The second study was designed to further examine the effect of task-factors on driver state and performance over time-on-task. Exposure to a secondary cognitive task has been found to improve driving performance during the period of exposure, but the effects of this intervention over the duration of a drive has received limited attention. This study specifically investigated whether repeated exposures to a secondary task can overcome the degradation of performance and subjective state that occurs over time-on-task, whether any such benefits are dependent on the cognitive workload imposed by the task, and whether these beneficial effects might be attributable to increased effort. This study (N = 17, fully within participants design) employed a secondary cognitive task commonly found to elicit temporally limited beneficial effects in driving performance (n-back task), presenting it three times during an otherwise monotonous 90-minute simulated drive. Each participant performed three drives, one in each of three conditions, with order of condition counterbalanced between participants. The three conditions involved either three periods of 2-back (higher cognitive workload), three periods of 0-back (lower cognitive workload), or no n-back task (control). Results demonstrated that the 2-back condition marginally improved driving performance during exposure but neither condition reduced the degradation of performance or subjective state over time-on-task.
The third study built upon study two by exploring whether increasing the frequency of secondary-task exposures would result in reduced performance decrements over time and also by comparing the effect of secondary-task exposure to the effect of taking breaks from driving, which is currently the typical advice provided to drivers to counteract fatigue and performance decrements. This study involved ninety-two participants driving a simulated, monotonous route for 90 minutes in one of six conditions: Driving only (control); infrequent 2-back exposure (three exposures, as per study 2); frequent 2-back exposure (five exposures); continuous 2-back exposure throughout the drive; infrequent breaks (three breaks); or frequent breaks (five breaks). Results indicate that infrequent exposure to a secondary task sustained driving performance over 90-minutes of time-on-task, which is inconsistent with the findings of study 2. Contrary to expectations, frequent secondary-task exposure was less beneficial than infrequent exposure, providing no benefit over the control condition. Continuous secondary-task exposure was detrimental to performance over time-on-task. The provision of breaks from driving also sustained driving performance over time-on-task, with more frequent breaks providing marginally greater benefit than less frequent breaks. Providing participants with breaks from driving was also beneficial for subjective states, measured as sleepiness, fatigue and effort. Results also confirmed that performance improvements in the secondary-task conditions were not solely a result of increased effort.
These studies demonstrate that continuous time-on-task driving in highway-like conditions has a robust fatiguing effect. This effect is independent of, but exacerbated by, receiving insufficient sleep, highlighting the importance of taking continuous operating time into consideration, even in the context of seemingly simple tasks and when drivers are well-slept. Additionally, these studies demonstrate that repeated exposure to a secondary task might be an effective intervention for sustaining performance during monotonous drives of at least 90-minutes duration, but the nature and frequency of such interventions appear to be a key factor in their effectiveness. Results also suggest that performance might be best sustained by taking very frequent breaks, and although this might be impractical in the context of driving, this finding might be applied to a broad range of tasks that require sustained attention, including operations in security and quality control
Чинники, що спричиняють кіберхвороби
The section discusses factors impacting cybersickness.У розділі розглянуто чинники, що спричиняють кіберхвороби
Applied and laboratory-based autonomic and neurophysiological monitoring during sustained attention tasks
Fluctuations during sustained attention can cause momentary lapses in performance which can have a significant impact on safety and wellbeing. However, it is less clear how unrelated tasks impact current task processes, and whether potential disturbances can be detected by autonomic and central nervous system measures in naturalistic settings. In a series of five experiments, I sought to investigate how prior attentional load impacts semi-naturalistic tasks of sustained attention, and whether neurophysiological and psychophysiological monitoring of continuous task processes and performance could capture attentional lapses. The first experiment explored various non-invasive electrophysiological and subjective methods during multitasking. The second experiment employed a manipulation of multitasking, task switching, to attempt to unravel the negative lasting impacts of multitasking on neural oscillatory activity, while the third experiment employed a similar paradigm in a semi-naturalistic environment of simulated driving. The fourth experiment explored the feasibility of measuring changes in autonomic processing during a naturalistic sustained monitoring task, autonomous driving, while the fifth experiment investigated the visual demands and acceptability of a biological based monitoring system. The results revealed several findings. While the first experiment demonstrated that only self-report ratings were able to successfully disentangle attentional load during multitasking; the second and third experiment revealed deficits in parieto-occipital alpha activity and continuous performance depending on the attentional load of a previous unrelated task. The fourth experiment demonstrated increased sympathetic activity and a smaller distribution of fixations during an unexpected event in autonomous driving, while the fifth experiment revealed the acceptability of a biological based monitoring system although further research is needed to unpick the effects on attention. Overall, the results of this thesis help to provide insight into how autonomic and central processes manifest during semi-naturalistic sustained attention tasks. It also provides support for a neuro- or biofeedback system to improve safety and wellbeing
Game play in virtual reality driving simulation involving head-mounted display and comparison to desktop display
This is a post-peer-review, pre-copyedit version of an article published in Virtual Reality. The final authenticated version is available online at: https://doi.org/10.1007/s10055-019-00412-xPrevious studies have reported the effect of driving simulator games on simulator sickness and eye symptoms experienced by users; however, empirical results regarding the game experience using commercial virtual reality head-mounted displays (VR-HMDs) are lacking. We conducted an experiment where participants played a driving simulator game (Live for Speed) displayed through an Oculus Rift DK2 for up to 120 min. Game play duration was recorded. Game experience was surveyed using questionnaires about simulator sickness, eye symptoms, and game engagement. The results showed that the average game play duration for this specific driving simulation game was approximately 50 min. Simulator sickness was negatively correlated with affordable play duration using the VR-HMD. We also found that age was negatively correlated with game play duration. There were no differences between those who did and did not wear frame glasses. In addition, we compared the VR-HMD game play and traditional desktop LCD game play, in terms of simulator sickness, subjective eye symptoms, game engagement, and game performance. The results showed that VR-HMD game play in the driving simulation game was similar to the experience using the desktop LCD display, except for a moderately increased level of simulator sickness. These findings provide new data about VR-HMD’s impact on game play and will inform game designers, players, and researchers for their choices and decisions on proper game duration and the type of devices.This research was supported by Natural Sciences and Engineering Research Council of Canada (NSERC) Grants RPIN-05394 and RGPAS-477166 to BT, and RGPIN-2015-04134 to SC
Microsaccades in applied environments: Real-world applications of fixational eye movement measurements
Across a wide variety of research environments, the recording of microsaccades and other fixational eye movements has provided insight and solutions into practical problems. Here we review the literature on fixational eye movements—especially microsaccades—in applied and ecologically-valid scenarios. Recent technical advances allow noninvasive fixational eye movement recordings in real-world contexts, while observers perform a variety of tasks. Thus, fixational eye movement measures have been obtained in a host of real-world scenarios, such as in connection with driver fatigue, vestibular sensory deprivation in astronauts, and elite athletic training, among others. Here we present the state of the art in the practical applications of fixational eye movement research, examine its potential future uses, and discuss the benefits of including microsaccade measures in existing eye movement detection technologies. Current evidence supports the inclusion of fixational eye movement measures in real-world contexts, as part of the development of new or improved oculomotor assessment tools. The real-world applications of fixational eye movement measurements will only grow larger and wider as affordable high-speed and high-spatial resolution eye trackers become increasingly prevalent
The 1990 Johnson Space Center bibliography of scientific and technical papers
Abstracts are presented of scientific and technical papers written and/or presented by L. B. Johnson Space Center (JSC) authors, including civil servants, contractors, and grantees, during the calendar year of 1990. Citations include conference and symposium presentations, papers published in proceedings or other collective works, seminars, and workshop results, NASA formal report series (including contractually required final reports), and articles published in professional journals
Investigation of possible causes for human-performance degradation during microgravity flight
The results of the first year of a three year study of the effects of microgravity on human performance are given. Test results show support for the hypothesis that the effects of microgravity can be studied indirectly on Earth by measuring performance in an altered gravitational field. The hypothesis was that an altered gravitational field could disrupt performance on previously automated behaviors if gravity was a critical part of the stimulus complex controlling those behaviors. In addition, it was proposed that performance on secondary cognitive tasks would also degrade, especially if the subject was provided feedback about degradation on the previously automated task. In the initial experimental test of these hypotheses, there was little statistical support. However, when subjects were categorized as high or low in automated behavior, results for the former group supported the hypotheses. The predicted interaction between body orientation and level of workload in their joint effect on performance in the secondary cognitive task was significant for the group high in automatized behavior and receiving feedback, but no such interventions were found for the group high in automatized behavior but not receiving feedback, or the group low in automatized behavior
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