150 research outputs found

    Scene-motion thresholds during head yaw for immersive virtual environments

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    In order to better understand how scene motion is perceived in immersive virtual environments, we measured scene-motion thresholds under different conditions across three experiments. Thresholds were measured during quasi-sinusoidal head yaw, single left-to-right or right-to-left head yaw, different phases of head yaw, slow to fast head yaw, scene motion relative to head yaw, and two scene illumination levels. We found that across various conditions 1) thresholds are greater when the scene moves with head yaw (corresponding to gain 1:0), and 2) thresholds increase as head motion increases

    Scene-motion- and latency-perception thresholds for head-mounted displays

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    A fundamental task of an immersive virtual environment (IVE) system is to present images of the virtual world that change appropriately as the user's head moves. Current IVE systems, especially those using head-mounted displays (HMDs), often produce spatially unstable scenes, resulting in simulator sickness, degraded task performance, degraded visual acuity, and breaks in presence. In HMDs, instability resulting from latency is greater than all other causes of instability combined. The primary way users perceive latency in an HMD is by improper motion of scenes that should be stationary in the world. Whereas latency-induced scene motion is well defined mathematically, less is understood about how much scene motion and/or latency can occur without subjects noticing, and how this varies under different conditions. I built a simulated HMD system with zero effective latency---no scene motion occurs due to latency. I intentionally and artificially inserted scene motion into the virtual environment in order to determine how much scene motion and/or latency can occur without subjects noticing. I measured perceptual thresholds of scene-motion and latency under different conditions across five experiments. Based on the study of latency, head motion, scene motion, and perceptual thresholds, I developed a mathematical model of latency thresholds as an inverse function of peak head-yaw acceleration. Psychophysics studies showed that measured latency thresholds correlate with this inverse function better than with a linear function. The work reported here readily enables scientists and engineers to, under their particular conditions, measure latency thresholds as a function of head motion by using an off-the-shelf projector system. Latency requirements can thus be determined before designing HMD systems

    Flame front analysis of ethanol, butanol, iso-octane and gasoline in a spark-ignition engine using laser tomography and integral length scale measurements

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    Direct-injection spark-ignition engines have become popular due to their flexibility in injection strategies and higher efficiency; however, the high-pressure in-cylinder injection process can alter the airflow field by momentum exchange, with different effects for fuels of diverse properties. The current paper presents results from optical studies of stoichiometric combustion of ethanol, butanol, iso-octane and gasoline in a direct-injection spark-ignition engine run at 1500 RPM with 0.5 bar intake plenum pressure and early intake stroke fuel injection for homogeneous mixture preparation. The analysis initially involved particle image velocimetry measurements of the flow field at ignition timing with and without fuelling for comparison. Flame chemiluminescence imaging was used to characterise the global flame behaviour and double-pulsed Laser-sheet flame tomography by Mie scattering to quantify the local topology of the flame front. The flow measurements with fuel injection showed integral length scales of the same order to those of air only on the tumble plane, but larger regions with scales up to 9 mm on the horizontal plane. Averaged length scales over both measurement planes were between 4 and 6 mm, with ethanol exhibiting the largest and butanol the smallest. In non-dimensional form, the integral length scales were up to 20% of the clearance height and 5–12% of the cylinder bore. Flame tomography showed that at radii between 8 and 12 mm, ethanol was burning the fastest, followed by butanol, iso-octane and gasoline. The associated turbulent burning velocities were 4.6–6.5 times greater than the laminar burning velocities and about 13–20% lower than those obtained by flame chemiluminescence imaging. Flame roundness was 10–15% on the tomography plane, with largest values for ethanol, followed by butanol, gasoline and iso-octane; chemiluminescence imaging showed larger roundness (18–25%), albeit with the same order amongst fuels. The standard deviation of the displacement of the instantaneous flame contour from one filtered by its equivalent radius was obtained as a measure of flame brush thickness and correlated strongly with the equivalent flame radius; when normalised by the radius, it was 4–6% for all fuels. The number of crossing points between instantaneous and filtered flame contour showed a strong negative correlation with flame radius, independent of fuel type. The crossing point frequency was 0.5–1.6 mm−1. The flame brush thickness was about 1/10th of the integral length scale. A positive correlation was found between integral length scale and flame brush thickness and a negative correlation with crossing frequency

    Visual circuit flying with augmented head-tracking on limited field of view flight training devices

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    The virtual reality technique of amplified head rotations was applied to a fixed-base, low-fidelity flight simulator enabling users to fly a visual flying circuit, a task previously severely restricted by limited field of views and fixed field of regard. An exploratory experi- ment with nine pilots was conducted to test this technique on a fixed-base simulator across three displays: single monitor, triple monitor and triple projector. Participants started airborne downwind in a visual circuit with the primary task of completing the circuit to a full stop landing while having a secondary task of spotting popup traffic in the vicinity simulated by blimps. Data was collected to study effects on flight performance, workload and simulator sickness. The results showed that there were very few significant difference between displays, in itself remarkable considering the difference in display size and field of views. Triple monitor was found to be the best compromise delivering flight performance and traffic detection scores just below triple projector but without some peculiar track deviations during flight and a less chance of simulator sickness. With participants quickly adapting to this technique and favorable feedback, these findings demonstrated the poten- tial value of upgrading flight training devices and to improve their utility and pave the way for future research into this domain

    Phenomenal regression as a potential metric of veridical perception in virtual environments

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    It is known that limitations of the visual presentation and sense of presence in a virtual environment (VE) can result in deficits of spatial perception such as the documented depth compression phenomena. Investigating size and distance percepts in a VE is an active area of research, where different groups have measured the deficit by employing skill-based tasks such as walking, throwing or simply judging sizes and distances. A psychological trait called phenomenal regression (PR), first identified in the 1930s by Thouless, offers a measure that does not rely on either judgement or skill. PR describes a systematic error made by subjects when asked to match the perspective projections of two stimuli displayed at different distances. Thouless’ work found that this error is not mediated by a subject’s prior knowledge of its existence, nor can it be consciously manipulated, since it measures an individual’s innate reaction to visual stimuli. Furthermore he demonstrated that, in the real world, PR is affected by the depth cues available for viewing a scene. When applied in a VE, PR therefore potentially offers a direct measure of perceptual veracity that is independent of participants’ skill in judging size or distance. Experimental work has been conducted and a statistically significant correlation of individuals’ measured PR values (their ‘Thouless ratio’, or TR) between virtual and physical stimuli was found. A further experiment manipulated focal depth to mitigate the mismatch that occurs between accommodation and vergence cues in a VE. The resulting statistically significant effect on TR demonstrates that it is sensitive to changes in viewing conditions in a VE. Both experiments demonstrate key properties of PR that contribute to establishing it as a robust indicator of VE quality. The first property is that TR exhibits temporal stability during the period of testing and the second is that it differs between individuals. This is advantageous as it yields empirical values that can be investigated using regression analysis. This work contributes to VE domains in which it is desirable to replicate an accurate perception of space, such as training and telepresence, where PR would be a useful tool for comparing subjective experience between a VE and the real world, or between different VEs

    Augmenting low-fidelity flight simulation training devices via amplified head rotations

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    Due to economic and operational constraints, there is an increasing demand from aviation operators and training manufacturers to extract maximum training usage from the lower fidelity suite of flight simulators. It is possible to augment low-fidelity flight simulators to achieve equivalent performance compared to high-fidelity setups but at reduced cost and greater mobility. In particular for visual manoeuvres, the virtual reality technique of head-tracking amplification for virtual view control enables full field-of-regard access even with limited field-of-view displays. This research quantified the effects of this technique on piloting performance, workload and simulator sickness by applying it to a fixed-base, low-fidelity, low-cost flight simulator. In two separate simulator trials, participants had to land a simulated aircraft from a visual traffic circuit pattern whilst scanning for airborne traffic. Initially, a single augmented display was compared to the common triple display setup in front of the pilot. Starting from the base leg, pilots exhibited tighter turns closer to the desired ground track and were more actively conducting visual scans using the augmented display. This was followed up by a second experiment to quantify the scalability of augmentation towards larger displays and field of views. Task complexity was increased by starting the traffic pattern from the downwind leg. Triple displays in front of the pilot yielded the best compromise delivering flight performance and traffic detection scores just below the triple projectors but without an increase in track deviations and the pilots were also less prone to simulator sickness symptoms. This research demonstrated that head augmentation yields clear benefits of quick user adaptation, low-cost, ease of systems integration, together with the capability to negate the impact of display sizes yet without incurring significant penalties in workload and incurring simulator sickness. The impact of this research is that it facilitates future flight training solutions using this augmentation technique to meet budgetary and mobility requirements. This enables deployment of simulators in large numbers to deliver expanded mission rehearsal previously unattainable within this class of low-fidelity simulators, and with no restrictions for transfer to other training media

    The effects of rotating the self out of the body in the full virtual body ownership illusion

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    It has been shown that it is possible to induce a strong illusion that a virtual body (VB) is one's own body. However, the relative influence of a first-person-perspective (1PP) view of the VB and spatial coincidence of the real body and VB remains unclear. We demonstrate a method that permits separation of these two factors. It provides a 1PP view of a VB, supporting visuomotor synchrony between real body and VB movements, but where the entire scene including the body is rotated 15° upwards through the axis connecting the eyes, so that the VB and real body are coincident only through this axis. In a within-subjects study that compared this 15° rotation with a 0° rotation condition, participants reported only slightly diminished levels of perceived ownership of the VB in the rotated condition and did not detect the rotation of the scene. These results indicate that strong spatial coincidence of the virtual and real bodies is not necessary for a full-body ownership illusion. The rotation method used, similar to the effects of vertical prisms, did not produce significant negative side-effects, thus providing a useful methodology for further investigations of body ownership

    Visually Guided Control of Movement

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    The papers given at an intensive, three-week workshop on visually guided control of movement are presented. The participants were researchers from academia, industry, and government, with backgrounds in visual perception, control theory, and rotorcraft operations. The papers included invited lectures and preliminary reports of research initiated during the workshop. Three major topics are addressed: extraction of environmental structure from motion; perception and control of self motion; and spatial orientation. Each topic is considered from both theoretical and applied perspectives. Implications for control and display are suggested
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