31 research outputs found

    Situated Displays in Telecommunication

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    In face to face conversation, numerous cues of attention, eye contact, and gaze direction provide important channels of information. These channels create cues that include turn taking, establish a sense of engagement, and indicate the focus of conversation. However, some subtleties of gaze can be lost in common videoconferencing systems, because the single perspective view of the camera doesn't preserve the spatial characteristics of the face to face situation. In particular, in group conferencing, the `Mona Lisa effect' makes all observers feel that they are looked at when the remote participant looks at the camera. In this thesis, we present designs and evaluations of four novel situated teleconferencing systems, which aim to improve the teleconferencing experience. Firstly, we demonstrate the effectiveness of a spherical video telepresence system in that it allows a single observer at multiple viewpoints to accurately judge where the remote user is placing their gaze. Secondly, we demonstrate the gaze-preserving capability of a cylindrical video telepresence system, but for multiple observers at multiple viewpoints. Thirdly, we demonstrated the further improvement of a random hole autostereoscopic multiview telepresence system in conveying gaze by adding stereoscopic cues. Lastly, we investigate the influence of display type and viewing angle on how people place their trust during avatar-mediated interaction. The results show the spherical avatar telepresence system has the ability to be viewed qualitatively similarly from all angles and demonstrate how trust can be altered depending on how one views the avatar. Together these demonstrations motivate the further study of novel display configurations and suggest parameters for the design of future teleconferencing systems

    Twentieth Annual Conference on Manual Control, Volume 1

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    The 48 papers presented were devoted to humanopeator modeling, application of models to simulation and operational environments, aircraft handling qualities, teleopertors, fault diagnosis, and biodynamics

    Report 2011

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    Explaining Self-Motion Perception using Virtual Reality in Patients with Ocular Disease

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    Safe mobility requires accurate object and self-motion perception. This involves processing retinal motion generated by optic flow (which change with eye and head movements) and correctly integrating this with vestibular and proprioceptive cues. Poor sensory feedback of self-motion can lead to increased risks of accidents which impacts quality of life. This is further problematic for those with visual deficits, such as central or peripheral vision loss or impaired binocular vision. The expansion of healthcare into using virtual reality (VR) has allowed the assessment of sensory and motor performance in a safe environment. An advantage of VR is its ability to generate vection (perceived illusory self-motion) and presence (sense of being ‘there’). However, a limitation is the potential to develop cybersickness. Initially, the project examined how binocular vision influences vection in a virtual environment. Observers with or without stereopsis (ability to judge depth binocularly) were asked to compare their perceptual experiences based on psychophysical judgements of magnitude estimation. The findings suggest that the absence of stereopsis impairs accurate judgement of self-motion and reduces perceived presence, however, it was protective for cybersickness. The project then examined the impact of central and peripheral vision loss on self-motion perception by comparing those with age-related macular degeneration (AMD) and glaucoma respectively. Effects of these visual deficits on sensory conflicts involving visual-vestibular interactions was then assessed. Sensory conflict was imposed by altering the gain of simulated head linear head position and angular orientation to be either compatible or incompatible with head movement in two separate experiments. Fixation was used to control gaze during changes in angular head orientation. Vection and presence was higher in those with AMD, compared with those with glaucoma, indicating the importance of regional specificity in visual deficits on self-motion perception. Across studies, vection and presence were predominantly visually mediated despite changes in visual-vestibular sensory conflict. The vestibular system, however, appeared to play a larger role in developing cybersickness. The altered perception of self-motion may worsen mobility, particularly with disease progression. We therefore provide a framework and recommendations for a multidisciplinary patient-centric model of care to maximise quality of life
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