1,576 research outputs found

    Mitigation Of Motion Sickness Symptoms In 360 Degree Indirect Vision Systems

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    The present research attempted to use display design as a means to mitigate the occurrence and severity of symptoms of motion sickness and increase performance due to reduced “general effects” in an uncoupled motion environment. Specifically, several visual display manipulations of a 360° indirect vision system were implemented during a target detection task while participants were concurrently immersed in a motion simulator that mimicked off-road terrain which was completely separate from the target detection route. Results of a multiple regression analysis determined that the Dual Banners display incorporating an artificial horizon (i.e., AH Dual Banners) and perceived attentional control significantly contributed to the outcome of total severity of motion sickness, as measured by the Simulator Sickness Questionnaire (SSQ). Altogether, 33.6% (adjusted) of the variability in Total Severity was predicted by the variables used in the model. Objective measures were assessed prior to, during and after uncoupled motion. These tests involved performance while immersed in the environment (i.e., target detection and situation awareness), as well as postural stability and cognitive and visual assessment tests (i.e., Grammatical Reasoning and Manikin) both before and after immersion. Response time to Grammatical Reasoning actually decreased after uncoupled motion. However, this was the only significant difference of all the performance measures. Assessment of subjective workload (as measured by NASA-TLX) determined that participants in Dual Banners display conditions had a significantly lower level of perceived physical demand than those with Completely Separated display designs. Further, perceived iv temporal demand was lower for participants exposed to conditions incorporating an artificial horizon. Subjective sickness (SSQ Total Severity, Nausea, Oculomotor and Disorientation) was evaluated using non-parametric tests and confirmed that the AH Dual Banners display had significantly lower Total Severity scores than the Completely Separated display with no artificial horizon (i.e., NoAH Completely Separated). Oculomotor scores were also significantly different for these two conditions, with lower scores associated with AH Dual Banners. The NoAH Completely Separated condition also had marginally higher oculomotor scores when compared to the Completely Separated display incorporating the artificial horizon (AH Completely Separated). There were no significant differences of sickness symptoms or severity (measured by self-assessment, postural stability, and cognitive and visual tests) between display designs 30- and 60-minutes post-exposure. Further, 30- and 60- minute post measures were not significantly different from baseline scores, suggesting that aftereffects were not present up to 60 minutes post-exposure. It was concluded that incorporating an artificial horizon onto the Dual Banners display will be beneficial in mitigating symptoms of motion sickness in manned ground vehicles using 360° indirect vision systems. Screening for perceived attentional control will also be advantageous in situations where selection is possible. However, caution must be made in generalizing these results to missions under terrain or vehicle speed different than what is used for this study, as well as those that include a longer immersion time

    Response to automatic speed control in urban areas: A simulator study.

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    Speed affects both the likelihood and severity of an accident. Attempts to reduce speed have centred around road design and traffic calming, enforcement and feedback techniques and public awareness campaigns. However, although these techniques have met with some success, they can be both costly and context specific. No single measure has proved to be a generic countermeasure effective in reducing speed, leading to the suggestion that speed needs to be controlled at the source, i.e. within the vehicle. An experiment carried out on the University of Leeds Advanced Driving Simulator evaluated the effects of speed limiters on driver behavionr. Safety was measured using following behaviour, gap acceptance and traffic violations, whilst subjective mental workload was recorded using the NASA RTLX. It was found that although safety benefits were observed in terms of lower speeds, longer headways and fewer traffic light violations, drivers compensated for loss of time by exhibiting riskier gap acceptance behaviour and delayed braking behaviour. When speed limited, drivers' self-reports indicated that their driving performance improved and less physical effort was required, but that they also experienced increases in feelings of frustration and time pressure. It is discussed that there is a need for a total integrated assessment of the long term effects of speed limiters on safety, costs, energy, pollution, noise, in addition to investigation of issues of acceptability by users and car manufacturers

    Design and evaluation of a perceptually adaptive rendering system for immersive virtual reality environments

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    This thesis presents the design and evaluation of a perceptually adaptive rendering system for immersive virtual reality. Rendering realistic computer generated scenes can be computationally intensive. Perceptually adaptive rendering reduces the computational burden by rendering detail only where it is needed. A rendering system was designed to employ perceptually adaptive rendering techniques in environments running in immersive virtual reality. The rendering system combines lessons learned from psychology and computer science. Eccentricity from the user\u27s point of gaze is used to determine when to render detail in an immersive virtual environment, and when it can be omitted. A pilot study and a full study were carried out to evaluate the efficacy of the perceptually adaptive rendering system. The studies showed that frame rates can be improved without overly distracting the user when an eccentricity-based perceptually adaptive rendering technique is employed. Perceptually adaptive rendering techniques can be applied in older systems and enable them to display higher quality environments without reducing interactivity

    CHARACTERISTICS OF HEAD MOUNTED DISPLAYS AND THEIR EFFECTS ON SIMULATOR SICKNESS

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    Characteristics of head-mounted displays (HMDs) and their effects on simulator sickness (SS) and presence were investigated. Update delay and wide field of views (FOV) have often been thought to elicit SS. With the exception of Draper et al. (2001), previous research that has examined FOV has failed to consider image scale factor, or the ratio between physical FOV of the HMD display and the geometric field of view (GFOV) of the virtual environment (VE). The current study investigated update delay, image scale factor, and peripheral vision on SS and presence when viewing a real-world scene. Participants donned an HMD and performed active head movements to search for objects located throughout the laboratory. Seven out of the first 28 participants withdrew from the study due to extreme responses. These participants experienced faint-like symptoms, confusion, ataxia, nausea, and tunnel vision. Thereafter, the use of a hand-rail was implemented to provide participants something to grasp while performing the experimental task. The 2X2X2 ANOVA revealed a main effect of peripheral vision, F(1,72) = 6.90, p= .01, indicating peak Simulator Sickness Questionnaire (SSQ) scores were significantly higher when peripheral vision was occluded than when peripheral vision was included. No main effects or interaction effects were revealed on Presence Questionnaire (PQ version 4.0) scores. However, a significant negative correlation of peak SSQ scores and PQ scores, r(77) = -.28, p= .013 was revealed. Participants also were placed into \u27sick\u27 and \u27not-sick\u27 groups based on a median split of SSQ scores. A chi-square analysis revealed that participants who were exposed to an additional update delay of ~200 ms were significantly more likely to be in the \u27sick\u27 group than those who were exposed to no additional update delay. To reduce the occurrence of SS, a degree of peripheral vision of the external world should be included and attempts to reduce update delay should continue. Furthermore, participants should be provided with something to grasp while in an HMD VE. Future studies should seek to investigate a critical amount of peripheral vision and update delay necessary to elicit SS

    THE EFFECT OF 0.2 HZ AND 1.0 HZ FREQUENCY AND 100 MS AND 20 - 100 MS AMPLITUDE OF LATENCY ON SIMULATORY SICKNESS IN A HEAD MOUNTED DISPLAY

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    The purpose of the current experiment was to contribute to the existing literature on the relationship between frequency of latency and amplitude of latency and simulator sickness experienced in a head mounted display (HMD). Motion sickness has been studied for decades in a variety of vehicles including ships, planes, trains and automobiles. More recently virtual environments, including those utilizing an HMD have been shown to generate significant sickness, often termed simulator sickness. Many studies have linked system latency to simulator sickness and recent research has found that with current technology latency is not a constant; but rather it varies systematically over time due to sensor errors and clock asynchronization. One hundred twenty participants were recruited and randomly assigned to one of four conditions (0.2 Hz frequency of latency with 100 ms fixed amplitude of sinusoidal latency; 0.2 Hz frequency of latency with 20 - 100 ms varying amplitude of sinusoidal latency; 1.0 Hz frequency of latency with 100 ms fixed amplitude of sinusoidal latency; 1.0 Hz frequency of latency with 20 - 100 ms varying amplitude of sinusoidal latency). Collected data were analyzed using analysis of variance. A main effect of frequency of latency was found, and data trended toward a main effect of amplitude of latency. Participants reported greater sickness in 0.2 Hz frequency conditions and in the 1 Hz varying amplitude condition, indicating both frequency and amplitude of latency contribute to simulator sickness and are important factors to consider in regard to system latency. In conclusion, both frequency and amplitude of latency play an important role in simulator sickness

    Inattentional Blindness for Redirected Walking Using Dynamic Foveated Rendering

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    Redirected walking is a Virtual Reality(VR) locomotion technique which enables users to navigate virtual environments (VEs) that are spatially larger than the available physical tracked space. In this work we present a novel technique for redirected walking in VR based on the psychological phenomenon of inattentional blindness. Based on the user's visual fixation points we divide the user's view into zones. Spatially-varying rotations are applied according to the zone's importance and are rendered using foveated rendering. Our technique is real-time and applicable to small and large physical spaces. Furthermore, the proposed technique does not require the use of stimulated saccades but rather takes advantage of naturally occurring saccades and blinks for a complete refresh of the framebuffer. We performed extensive testing and present the analysis of the results of three user studies conducted for the evaluation

    Leveraging eXtented Reality & Human-Computer Interaction for User Experi- ence in 360◦ Video

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    EXtended Reality systems have resurged as a medium for work and entertainment. While 360o video has been characterized as less immersive than computer-generated VR, its realism, ease of use and affordability mean it is in widespread commercial use. Based on the prevalence and potential of the 360o video format, this research is focused on improving and augmenting the user experience of watching 360o video. By leveraging knowledge from Extented Reality (XR) systems and Human-Computer Interaction (HCI), this research addresses two issues affecting user experience in 360o video: Attention Guidance and Visually Induced Motion Sickness (VIMS). This research work relies on the construction of multiple artifacts to answer the de- fined research questions: (1) IVRUX, a tool for analysis of immersive VR narrative expe- riences; (2) Cue Control, a tool for creation of spatial audio soundtracks for 360o video, as well as enabling the collection and analysis of captured metrics emerging from the user experience; and (3) VIMS mitigation pipeline, a linear sequence of modules (including optical flow and visual SLAM among others) that control parameters for visual modi- fications such as a restricted Field of View (FoV). These artifacts are accompanied by evaluation studies targeting the defined research questions. Through Cue Control, this research shows that non-diegetic music can be spatialized to act as orientation for users. A partial spatialization of music was deemed ineffective when used for orientation. Addi- tionally, our results also demonstrate that diegetic sounds are used for notification rather than orientation. Through VIMS mitigation pipeline, this research shows that dynamic restricted FoV is statistically significant in mitigating VIMS, while mantaining desired levels of Presence. Both Cue Control and the VIMS mitigation pipeline emerged from a Research through Design (RtD) approach, where the IVRUX artifact is the product of de- sign knowledge and gave direction to research. The research presented in this thesis is of interest to practitioners and researchers working on 360o video and helps delineate future directions in making 360o video a rich design space for interaction and narrative.Sistemas de Realidade EXtendida ressurgiram como um meio de comunicação para o tra- balho e entretenimento. Enquanto que o vídeo 360o tem sido caracterizado como sendo menos imersivo que a Realidade Virtual gerada por computador, o seu realismo, facili- dade de uso e acessibilidade significa que tem uso comercial generalizado. Baseado na prevalência e potencial do formato de vídeo 360o, esta pesquisa está focada em melhorar e aumentar a experiência de utilizador ao ver vídeos 360o. Impulsionado por conhecimento de sistemas de Realidade eXtendida (XR) e Interacção Humano-Computador (HCI), esta pesquisa aborda dois problemas que afetam a experiência de utilizador em vídeo 360o: Orientação de Atenção e Enjoo de Movimento Induzido Visualmente (VIMS). Este trabalho de pesquisa é apoiado na construção de múltiplos artefactos para res- ponder as perguntas de pesquisa definidas: (1) IVRUX, uma ferramenta para análise de experiências narrativas imersivas em VR; (2) Cue Control, uma ferramenta para a criação de bandas sonoras de áudio espacial, enquanto permite a recolha e análise de métricas capturadas emergentes da experiencia de utilizador; e (3) canal para a mitigação de VIMS, uma sequência linear de módulos (incluindo fluxo ótico e SLAM visual entre outros) que controla parâmetros para modificações visuais como o campo de visão restringido. Estes artefactos estão acompanhados por estudos de avaliação direcionados para às perguntas de pesquisa definidas. Através do Cue Control, esta pesquisa mostra que música não- diegética pode ser espacializada para servir como orientação para os utilizadores. Uma espacialização parcial da música foi considerada ineficaz quando usada para a orientação. Adicionalmente, os nossos resultados demonstram que sons diegéticos são usados para notificação em vez de orientação. Através do canal para a mitigação de VIMS, esta pesquisa mostra que o campo de visão restrito e dinâmico é estatisticamente significante ao mitigar VIMS, enquanto mantem níveis desejados de Presença. Ambos Cue Control e o canal para a mitigação de VIMS emergiram de uma abordagem de Pesquisa através do Design (RtD), onde o artefacto IVRUX é o produto de conhecimento de design e deu direcção à pesquisa. A pesquisa apresentada nesta tese é de interesse para profissionais e investigadores tra- balhando em vídeo 360o e ajuda a delinear futuras direções em tornar o vídeo 360o um espaço de design rico para a interação e narrativa

    Fidelity metrics for virtual environment simulations based on spatial memory awareness states

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    This paper describes a methodology based on human judgments of memory awareness states for assessing the simulation fidelity of a virtual environment (VE) in relation to its real scene counterpart. To demonstrate the distinction between task performance-based approaches and additional human evaluation of cognitive awareness states, a photorealistic VE was created. Resulting scenes displayed on a headmounted display (HMD) with or without head tracking and desktop monitor were then compared to the real-world task situation they represented, investigating spatial memory after exposure. Participants described how they completed their spatial recollections by selecting one of four choices of awareness states after retrieval in an initial test and a retention test a week after exposure to the environment. These reflected the level of visual mental imagery involved during retrieval, the familiarity of the recollection and also included guesses, even if informed. Experimental results revealed variations in the distribution of participants’ awareness states across conditions while, in certain cases, task performance failed to reveal any. Experimental conditions that incorporated head tracking were not associated with visually induced recollections. Generally, simulation of task performance does not necessarily lead to simulation of the awareness states involved when completing a memory task. The general premise of this research focuses on how tasks are achieved, rather than only on what is achieved. The extent to which judgments of human memory recall, memory awareness states, and presence in the physical and VE are similar provides a fidelity metric of the simulation in question

    The Effects Of Video Frame Delay And Spatial Ability On The Operation Of Multiple Semiautonomous And Tele-operated Robots

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    The United States Army has moved into the 21st century with the intent of redesigning not only the force structure but also the methods by which we will fight and win our nation\u27s wars. Fundamental in this restructuring is the development of the Future Combat Systems (FCS). In an effort to minimize exposure of front line soldiers the future Army will utilize unmanned assets for both information gathering and when necessary engagements. Yet this must be done judiciously, as the bandwidth for net-centric warfare is limited. The implication is that the FCS must be designed to leverage bandwidth in a manner that does not overtax computational resources. In this study alternatives for improving human performance during operation of teleoperated and semi-autonomous robots were examined. It was predicted that when operating both types of robots, frame delay of the semi-autonomous robot would improve performance because it would allow operators to concentrate on the constant workload imposed by the teleoperated while only allocating resources to the semi-autonomous during critical tasks. An additional prediction was that operators with high spatial ability would perform better than those with low spatial ability, especially when operating an aerial vehicle. The results can not confirm that frame delay has a positive effect on operator performance, though power may have been an issue, but clearly show that spatial ability is a strong predictor of performance on robotic asset control, particularly with aerial vehicles. In operating the UAV, the high spatial group was, on average, 30% faster, lazed 12% more targets, and made 43% more location reports than the low spatial group. The implications of this study indicate that system design should judiciously manage workload and capitalize on individual ability to improve performance and are relevant to system designers, especially in the military community

    Driver Response to Simulated Intersections: An Analysis of Workload-Related Variables

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    A roadway intersection driving simulation was created to investigate driver information processing at intersections. Research participants were provided a visual simulation of approaching intersections using a video display with a 120 degree visual field. Six groups, each containing 12 subjects, were formed according to age and gender, with age ranging from 18 to 74 years. All participants viewed 14 separate intersections, which varied according to types of traffic control signs and signals. Individual workload was assessed in three categories of response: performance, subjective, and physiological. A MANOVA was performed on six dependent variables in the 3 (age) by 2 (gender) design. Results indicate significant main effects for both age and gender. The three significant dependent variables were pedal response errors, speed of response, and heart rate reactivity to each intersection. The responses suggest greater workloads for older drivers and female drivers. In addition to age and gender, a number of driver information processing characteristics were measured. Stepwise regressions indicated that performance decrements to the simulated driving situations could best be predicted by subjects\u27 scores for field dependency, visual acuity, and depth perception. However, age alone, accounted for more variance in performance than any single information processing variable
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