433 research outputs found

    Les retours tactile et kinesthésique améliorent la perception de distance en réalité virtuelle

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    National audienceResearch spanning psychology, neuroscience and HCI found that depth perception distortion is a common problem in virtual reality. This distortion results in depth compression, where users perceive objects closer than their intended distance. Studies suggested that cues, such as audio and haptic, help to solve this issue. We focus on haptic feedback and investigate how force feedback compares to tactile feedback within peripersonal space in reducing depth perception distortion. Our study (N=12) compares the use of haptic force feedback, vibration haptic feedback, a combination of both or no feedback. Our results show that both vibration and force feedback improve depth perception distortion over no feedback (8.3 times better distance estimation than with no haptic feedback vs. 1.4 to 1.5 times better with either vibration or force feedback on their own). Participants also subjectively preferred using force feedback, or a combination of force and vibration feedback, over no feedback.Des recherches en psychologie, neurosciences et IHM ont montré que la distorsion de la perception des distances est un problème courant en réalité virtuelle. Cette distorsion entraîne une compression des profondeurs, et les utilisateurs perçoivent des objets plus proches qu'ils ne le sont. Dans ce papier, nous nous concentrons sur le retour haptique et examinons comment le retour de force se compare au retour tactile pour réduire la compression des profondeurs. Notre étude (N = 12) compare l'utilisation du retour de force, le retour tactile vibratoire, la combinaison des deux ou l'absence de retour. Nos résultats montrent que le retour tactile et le retour de force améliorent la perception de la profondeur. L'estimation de distance est 8.3 fois meilleure que sans retour, par rapport à 1.4-1.5 fois avec retour tactile vibratoire ou de force non-combinés. Les participants ont également préféré utiliser le retour de force, ou une combinaison de force et tactile

    Perception of Absolute Distances Within Different Visualization Systems: HMD and CAVE

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    Many studies on distance perception in a virtual environment exist. Most of them were conducted using head-mounted displays (HMD) and less with large screen displays such as CAVE systems. In this paper, we propose to measure the accuracy of perceived distances in a virtual space ranging from 0 to 15 m in a CAVE system compared to an HMD. Eight subjects with different vision performances took part in an experiment. Results show that the HMD provides the best results for distances above 8 m while the CAVE provides the best results for close distances

    Coaching Imagery to Athletes with Aphantasia

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    We administered the Plymouth Sensory Imagery Questionnaire (Psi-Q) which tests multi-sensory imagery, to athletes (n=329) from 9 different sports to locate poor/aphantasic (baseline scores <4.2/10) imagers with the aim to subsequently enhance imagery ability. The low imagery sample (n=27) were randomly split into two groups who received the intervention: Functional Imagery Training (FIT), either immediately, or delayed by one month at which point the delayed group were tested again on the Psi-Q. All participants were tested after FIT delivery and six months post intervention. The delayed group showed no significant change between baseline and the start of FIT delivery but both groups imagery score improved significantly (p=0.001) after the intervention which was maintained six months post intervention. This indicates that imagery can be trained, with those who identify as having aphantasia (although one participant did not improve on visual scores), and improvements maintained in poor imagers. Follow up interviews (n=22) on sporting application revealed that the majority now use imagery daily on process goals. Recommendations are given for ways to assess and train imagery in an applied sport setting

    Perception and Emotion in Virtual Reality: The Role of the Body and the Contribution of Presence

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    This thesis reports four studies in the context of virtual reality (VR), feelings of presence, emotion, and perception. Previous research established the existence of cross-dimensional perceptual interrelations such as the interconnection between experienced motion and subjective time. This is thought to result from a common perceptual system. However, the specifics of this system are a matter of ongoing research. An important binding factor between perceptual dimensions is the bodily self, which was described as a reference for perception. In Study I, manipulations of the size of a virtual self-representation were shown to affect the spatial judgment of objects. In Study II, the degree of self-motion in an immersive virtual environment (IVE) influenced the subjective perception of time, corroborating previous findings about the common perceptual system. Besides the virtual self-representation, there is another important variable in VR experiments: Presence is described as the feeling of being in a mediated environment. Presence was not associated with improved performance in the spatial and temporal judgments of Studies I and II. However, in Study III, presence in a gaming activity was linked to improved mood after an experimental stress-induction. This especially applied to VR gaming, where impressions about the subjective realism of the IVE might have been crucial for mood repair. As outlined in Study IV, it is important to distinguish between presence as an attentional allocation to the mediated world and as an individual judgment about its realism. Taken together, the results from all studies corroborate the idea of the self as a fundamental perceptual reference, confirm results about the psychological connection between space and time, emphasize the benefits of VR gaming in improving mood, and elucidate the role of perceived realism in assessing presence in IVEs

    Spatial learning in virtual environments by children and adults after active or passive experience

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    Theories of spatial learning, such as those of Siegal and White (1975) and Piaget and Inhelder (1967) have considered active exploration of environments to be beneficial or essential for the development of specific spatial knowledge. Real world empirical research in the form of both laboratory experimental and broader environmental studies tends to support this suggestion, demonstrating that active exploration of an environment, in both children and adults, gives better spatial learning than passive experience. Based on these findings, the working hypothesis adopted in this thesis is that active exploration of a virtual environment (VE) would also result in better spatial learning than passive experience of the same VE. Also considered is the equivalence of real and virtual world experiences, and the degree of transfer of spatial learning between VEs and real equivalent environments. Seven experiments were undertaken, all utilising a yoked active passive paired-subjects design. A range of VEs was employed across the experiments, including a room, a corridor, and both complex and simple small towns. Three studies used children as participants and five, adults, all having both males and females. The key finding was that the experimental hypothesis was supported for children but not for adults. Active child participants (when using a familiar input device) demonstrated superior spatial learning to that of their passive counterparts, but active adult participants did not show superior spatial learning to that of passive counterparts. Underestimation of distances was a universal feature, but was greater in female than male participants. Otherwise, the general equivalence of real and virtual world experiences was confirmed, with transfer of spatial learning occurring from virtual environments to real world equivalent environments for both adults and children

    All Hands on Deck: Choosing Virtual End Effector Representations to Improve Near Field Object Manipulation Interactions in Extended Reality

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    Extended reality, or XR , is the adopted umbrella term that is heavily gaining traction to collectively describe Virtual reality (VR), Augmented reality (AR), and Mixed reality (MR) technologies. Together, these technologies extend the reality that we experience either by creating a fully immersive experience like in VR or by blending in the virtual and real worlds like in AR and MR. The sustained success of XR in the workplace largely hinges on its ability to facilitate efficient user interactions. Similar to interacting with objects in the real world, users in XR typically interact with virtual integrants like objects, menus, windows, and information that convolve together to form the overall experience. Most of these interactions involve near-field object manipulation for which users are generally provisioned with visual representations of themselves also called self-avatars. Representations that involve only the distal entity are called end-effector representations and they shape how users perceive XR experiences. Through a series of investigations, this dissertation evaluates the effects of virtual end effector representations on near-field object retrieval interactions in XR settings. Through studies conducted in virtual, augmented, and mixed reality, implications about the virtual representation of end-effectors are discussed, and inferences are made for the future of near-field interaction in XR to draw upon from. This body of research aids technologists and designers by providing them with details that help in appropriately tailoring the right end effector representation to improve near-field interactions, thereby collectively establishing knowledge that epitomizes the future of interactions in XR

    Human Visual Navigation: Effects of Visual Context, Navigation Mode, and Gender

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    Abstract This thesis extends research on human visual path integration using optic flow cues. In three experiments, a large-scale path-completion task was contextualised within highly-textured authentic virtual environments. Real-world navigational experience was further simulated, through the inclusion of a large roundabout on the route. Three semi-surrounding screens provided a wide field of view. Participants were able to perform the task, but directional estimates showed characteristic errors, which can be explained with a model of distance misperception on the outbound roads of the route. Display and route layout parameters had very strong effects on performance. Gender and navigation mode were also influential. Participants consistently underestimated the final turn angle when simulated self-motion was viewed passively, on large projection screens in a driving simulator. Error increased with increasing size of the internal angle, on route layouts based on equilateral or isosceles triangles. A compressed range of responses was found. Higher overall accuracy was observed when a display with smaller desktop computer monitors was used; especially when simulated self-motion was actively controlled with a steering wheel and foot pedals, rather than viewed passively. Patterns and levels of error depended on route layout, which included triangles with non-equivalent lengths of the two outbound roads. A powerful effect on performance was exerted by the length of the "approach segment" on the route: that is, the distance travelled on the first outbound road, combined with the distance travelled between the two outbound roads on the roundabout curve. The final turn angle was generally overestimated on routes with a long approach segment (those with a long first road and a 60° or 90° internal angle), and underestimated on routes with a short approach segment (those with a short first road or the 120° internal angle). Accuracy was higher for active participants on routes with longer approach segments and on 90° angle trials, and for passive participants on routes with shorter approach segments and on 120° angle trials. Active participants treated all internal angles as 90° angles. Participants performed with lower overall accuracy when optic flow information was disrupted, through the intermittent presentation of self-motion on the small-screen display, in a sequence of static snapshots of the route. Performance was particularly impaired on routes with a long approach segment, but quite accurate on those with a short approach segment. Consistent overestimation of the final angle was observed, and error decreased with increasing size of the internal angle. Participants treated all internal angles as 120° angles. The level of available visual information did not greatly affect estimates, in general. The degree of curvature on the roundabout mainly influenced estimates by female participants in the Passive condition. Compared with males, females performed less accurately in the driving simulator, and with reduced optic flow cues; but more accurately with the small-screen display on layouts with a short approach segment, and when they had active control of the self-motion. The virtual environments evoked a sense of presence, but this had no effect on task performance, in general. The environments could be used for training navigational skills where high precision is not required
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