259 research outputs found

    An Analysis of Eye Movements With Helmet Mounted Displays

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    Helmet or Head-Mounted Displays (HMD) applications have expanded to include a range from advanced military cockpits to consumer glasses. However, users have documented loss of legibility while undergoing vibration. Recent research indicates that undesirable eye movement is related to the vibration frequency a user experiences. In vibrating environments, two competing eye reflexes likely contribute to eye movements. The Vestibulo-ocular Reflex responds to motion sensed in the otoliths while the pursuit reflex is driven by the visual system to maintain the desired image on the fovea. This study attempts to isolate undesirable eye motions that occur while using a HMD by participants completing simple visual tasks while experiencing vertical vibration at frequencies between 0 and 10 Hz. Data collected on participants\u27 head and helmet movements, vibration frequency, acceleration level, and visual task are compared to eye movements to develop a method to understand the source of the unintended eye movements. Through the use of Electro- Oculography (EOG) eye movements were largest when a 4 Hz vibration frequency was applied, and are significantly different from the EOG signal at 2, 8 and 10 Hz. Stepwise regression indicated that head pitch acceleration and helmet slippage pitch acceleration were correlated with EOG values

    USSR Space Life Sciences Digest, issue 32

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    This is the thirty-second issue of NASA's USSR Space Life Sciences Digest. It contains abstracts of 34 journal or conference papers published in Russian and of 4 Soviet monographs. Selected abstracts are illustrated with figures and tables from the original. The abstracts in this issue have been identified as relevant to 18 areas of space biology and medicine. These areas include: adaptation, aviation medicine, biological rhythms, biospherics, cardiovascular and respiratory systems, developmental biology, exobiology, habitability and environmental effects, human performance, hematology, mathematical models, metabolism, microbiology, musculoskeletal system, neurophysiology, operational medicine, and reproductive system

    An Investigation and Analysis of the Vestibulo-Ocular Reflex in a Vibration Environment

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    Forty years of innovations have greatly improved Helmet-Mounted Displays (HMDs) and their integration into military systems. However, a significant issue with HMDs is the effect of vibration and the associated Vestibulo-Ocular Reflex (VOR). When a human’s head is subject to low-frequency vibration, the VOR stabilizes the eye with respect to objects in the external environment. However, this response is inappropriate in HMDs as the display moves with the user’s head and the VOR blurs the image as it is projected on the human retina. Current compensation techniques suggest increasing the size of displayed graphics or text to compensate for the loss of perceived resolution, which reduces the benefit of advanced high-definition HMDs. While limited research has been done on the VOR in real world settings, this research sought to understand and describe the VOR in the presence of head slued imagery as a function of whole body low-frequency vibration. An experimental HMD was designed and developed to allow a user to perform visual tasks, while also recording and tracking eye movements via video recording and EOG. A human subject experiment was executed to collect initial data on the effect of vibration on eye movements while performing simple tasks chosen to isolate specific eye motions. The results indicate that when fixating on a stationary target, the magnitude of eye movement was greatest at 4-6 Hz of, before steadily decreasing beyond this range. The addition of motion to this target increased the magnitude at 4-6 Hz. The findings are consistent with previous research, which has found a decline in visual performance in this frequency range

    Emerging ExG-based NUI Inputs in Extended Realities : A Bottom-up Survey

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    Incremental and quantitative improvements of two-way interactions with extended realities (XR) are contributing toward a qualitative leap into a state of XR ecosystems being efficient, user-friendly, and widely adopted. However, there are multiple barriers on the way toward the omnipresence of XR; among them are the following: computational and power limitations of portable hardware, social acceptance of novel interaction protocols, and usability and efficiency of interfaces. In this article, we overview and analyse novel natural user interfaces based on sensing electrical bio-signals that can be leveraged to tackle the challenges of XR input interactions. Electroencephalography-based brain-machine interfaces that enable thought-only hands-free interaction, myoelectric input methods that track body gestures employing electromyography, and gaze-tracking electrooculography input interfaces are the examples of electrical bio-signal sensing technologies united under a collective concept of ExG. ExG signal acquisition modalities provide a way to interact with computing systems using natural intuitive actions enriching interactions with XR. This survey will provide a bottom-up overview starting from (i) underlying biological aspects and signal acquisition techniques, (ii) ExG hardware solutions, (iii) ExG-enabled applications, (iv) discussion on social acceptance of such applications and technologies, as well as (v) research challenges, application directions, and open problems; evidencing the benefits that ExG-based Natural User Interfaces inputs can introduceto the areaof XR.Peer reviewe

    Toward Simulation-Based Training Validation Protocols: Exploring 3d Stereo with Incremental Rehearsal and Partial Occlusion to Instigate and Modulate Smooth Pursuit and Saccade Responses in Baseball Batting

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    “Keeping your eye on the ball” is a long-standing tenet in baseball batting. And yet, there are no protocols for objectively conditioning, measuring, and/or evaluating eye-on-ball coordination performance relative to baseball-pitch trajectories. Although video games and other virtual simulation technologies offer alternatives for training and obtaining objective measures, baseball batting instruction has relied on traditional eye-pitch coordination exercises with qualitative “face validation”, statistics of whole-task batting performance, and/or subjective batter-interrogation methods, rather than on direct, quantitative eye-movement performance evaluations. Further, protocols for validating transfer-of-training (ToT) for video games and other simulation-based training have not been established in general ― or for eye-movement training, specifically. An exploratory research study was conducted to consider the ecological and ToT validity of a part-task, virtual-fastball simulator implemented in 3D stereo along with a rotary pitching machine standing as proxy for the live-pitch referent. The virtual-fastball and live-pitch simulation couple was designed to facilitate objective eye-movement response measures to live and virtual stimuli. The objective measures 1) served to assess the ecological validity of virtual fastballs, 2) informed the characterization and comparison of eye-movement strategies employed by expert and novice batters, 3) enabled a treatment protocol relying on repurposed incremental-rehearsal and partial-occlusion methods intended to instigate and modulate strategic eye movements, and 4) revealed whether the simulation-based treatment resulted in positive (or negative) ToT in the real task. Results indicated that live fastballs consistently elicited different saccade onset time responses than virtual fastballs. Saccade onset times for live fastballs were consistent with catch-up saccades that follow the smooth-pursuit maximum velocity threshold of approximately 40-70˚/sec while saccade onset times for virtual fastballs lagged in the order of 13%. More experienced batters employed more deliberate and timely combinations of smooth pursuit and catch-up saccades than less experienced batters, enabling them to position their eye to meet the ball near the front edge of home plate. Smooth pursuit and saccade modulation from treatment was inconclusive from virtual-pitch pre- and post-treatment comparisons, but comparisons of live-pitch pre- and post-treatment indicate ToT improvements. Lagging saccade onset times from virtual-pitch suggest possible accommodative-vergence impairment due to accommodation-vergence conflict inherent to 3D stereo displays

    A Simple Gaze Tracker for Computer Operation by the Disabled in Education

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    A compact gaze tracker was developed which consists of a head band and electrodes which process the Electro-Oculo-Gram (EOG) reflecting the patient´s eye movements. We have confirmed that the processed EOG signal correlates well with gaze angle, and we show that the instrument we designed enables a child to move a target on a screen up to 40 degrees left-right from central sight. To achieve this, a signal processing circuit was designed and placed on a head band to minimize noise. Further processing is based on the identification of saccadic eye movements and on the educated calculation of the estimated gaze angle as a result of angle change in both directions. A 75% success rate was achieved to detect transitions of eye positions in 5° steps from +40° to -40°. First tests by normal children suggest that the device may prove useful for communication by the disabled (e.g. patients with no control on hand movements). In such cases, extensive personal training will tap on neurological plasticity to achieve the required performance level for computer mouse command of educational games and for interactive applications in general
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