17 research outputs found

    A Virtual Environment System for the Comparison of Dome and HMD Systems

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    For effective astronaut training applications, choosing the right display devices to present images is crucial. In order to assess what devices are appropriate, it is important to design a successful virtual environment for a comparison study of the display devices. We present a comprehensive system for the comparison of Dome and head-mounted display (HMD) systems. In particular, we address interactions techniques and playback environments

    Application of a virtual reality prototype for pain relief of pediatric burn in Taiwan

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    Author name used in this publication: Joanne W. Y. Chung2006-2007 > Academic research: refereed > Publication in refereed journalVersion of RecordPublishe

    The Effectiveness of an Augmented Reality Learning Paradigm

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    For decades the learning and training community has searched for a means that will incorporate the ever-growing body of research into everyday practice. While simulation and virtual reality dominate the community, the lack of real world cues in some systems and expense of others has imposed many limitations on these methods. Augmented reality (AR) incorporates computer-generated images overlaid onto real world objects. Although this technology seems to present distinct advantages over present mediums, it has yet to be determined if AR is effective for intentions of knowledge acquisition. The purpose of this study is to determine if augmented reality is a viable medium through which knowledge acquisition can occur efficiently and effectively

    EyeSightVR: An Immersive and Automated Tool for Comprehensive Assessment of Visual Function

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    The complexity of the human visual system enables the rich sensory immersion we have with our surroundings. When neuro-ophthalmic conditions ail this arrangement, it also affects the function of the eye. For early screening and effective progression monitoring of sight-threatening diseases such as Age-related Macular Degeneration (AMD), glaucoma, and Space-flight Associated Neuro-ocular Syndrome (SANS), the visual function needs to be checked regularly. However, current methods to measure functional health of the ocular system have prominent limitations which include non- conforming lab environments, lack of trained personnel, limited data collection, and uninterpretable perceptual assessments. Furthermore, there is a growing need for a tele-ophthalmic device that would help eye doctors monitor patients remotely. This work surveys current visual function assessment tools that are portable, immersive, and affordable for use in remote, austere, or impoverished areas. We implemented a binocular virtual assessment system that tests different variations of visual acuity, contrast sensitivity, and metamorphopsia in a standardized setting. Additionally, we propose and implement a novel perceptual modeling scheme that uses the Amsler grid to localize, parameterize and suppress the perceived distortion within a wide field of view. We conclude by discussing the crucial limitations of current virtual reality technology that should be addressed in future studies

    Visually Induced Motion Sickness Susceptibility and Recovery Based on Four Mitigation Techniques

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    Virtual reality (VR) usage continues to grow, but visually induced motion sickness (VIMS) can decrease VR effectiveness for some users. This study seeks to compare methods of VIMS mitigation and explore sickness among gender and video game experience groups. Participant discomfort and early dropout are problems for studies that involve virtual environment (VE) exposure, but previous research has demonstrated that natural decay and physical, real-world hand–eye coordination tasks can serve as effective mitigation strategies. In this study, 57 participants wore a head-mounted display (HMD) and navigated a maze VE designed to induce cybersickness. Participants then experienced one of four mitigation techniques: real natural decay (HMD off), virtual natural decay (HMD on with idyllic VE and no locomotion), real hand–eye coordination task (HMD off), and virtual hand–eye coordination task (HMD on). Simulator Sickness Questionnaire (SSQ) measures were taken periodically throughout maze and mitigation tasks. Results demonstrated that peak sickness during the maze VE occurred after approximately 10 min. Analyses of mitigation techniques showed that real natural decay resulted in significantly more sickness recovery when compared with the virtual hand–eye coordination task for SSQ total score, nausea, and oculomotor constructs, but not disorientation. The real natural decay technique was the most effective at bringing participants\u27 final sickness measure back to their initial baseline measure; however, other mitigation techniques yielded effectiveness, but at a lower rate. This study extends previous research about hand–eye mitigation approaches by demonstrating that natural decay and hand–eye tasks in a virtual and real-world setting were effective in reducing VIMS. Real-world natural decay was the most effective at mitigating VIMS, and the virtual hand–eye task was not as effective as the other three tasks. Women experienced more VIMS than men did but also recovered than men did during mitigation. Video gamers experienced less VIMS than non-gamers. These findings bolster extant knowledge about VIMS mitigation techniques and can inform future development of virtual mitigation techniques

    Travel simulation inside an Immersive Video Environment (IVE)

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    Dissertation submitted in partial fulfillment of the requirements for the Degree of Master of Science in Geospatial Technologies.This research study explores different methods and technologies to simulate travel inside an IVE that contains videos from several different locations. From the most adequate method and technology, a prototype is developed and evaluated. The videos are static, meaning that each video was recorded on a single location, and the orientation an coordinates doesn't change. We want to simulate the travel between two different locations. The video of a location is called a task, and the travels are called transitions. Using information gathered from previous studies and using the available technologies, this document will create a prototype of travel transition for our IVE. Finally, we are going to evaluate a tour composed of tasks and transitions on a group of test users to assess the quality and usability of the transition prototype. The prototyping and evaluation are based on the crucial quality and usability factors concerning our custom IVE system

    Distortion of depth perception in a virtual environment application

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    Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1996.Includes bibliographical references (leaves 119-130).by Jonathan D. Pfautz.M.Eng

    A vision driven wayfinding simulation system based on the architectural features perceived in the office environment

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    Human wayfinding in the built environment is extensively investigated in the last 50 years. One major aspect of the outcome is the decision made on the egresses based on the information perceived during the wayfinding. Information acquired of the environment could be categorized into several types, namely the verbal (information obtained from the reception, staff members, etc.), the graphic (map of the environment, signage showing the location or pointing to certain location, etc.), the architectural (entrances, stairs, corridors, etc.), and the spatial (spatial relationship of objects in the environment). Early analyses of indoor wayfinding suggested that signage and colour codes could provide landmarks, but the addition of these cues after construction can be futile. This suggests that, architectural information has a significant influence on individual’ s decision making. However, inmost researches, the function of the architectural information was underestimated -- it was often treated as the constraint of the architectural spaces. The presented research aims at developing of an agent-based system that can find certain destination in a virtual office building environment using artificial vision and cognition based on the architectural features in this built environment. During the wayfinding, this agent’ s egress choices follows an estimated model that based on experimental data with real human. Before running the experiments with real humans, pre-experiments were conducted to investigate the conditions for vision research using standard LCD monitors. The thresholds obtained in the pre-experiments for lighting in the virtual environment and for the testing environment served as input to the development of the following experiments. In the first experiment subjects were asked to make choices between two egresses in a sequence of isolated convex rooms. The architectural features of these rooms and of the egresses were varied systematically. The room features included: size and colour; while the egress features were: colour, distance, angle and width. From the collected data a preference function was estimated on egress choice given the architectural features. In the second experiment the assignment was to find the destination and then return to the start in a virtual building. Subjects executed three different assignments given different locations for the destination and the start, and every assignment was repeated two to three times subsequently. Each subject’ s routes in the experiments were recorded. From these routes search strategies used for wayfinding were determined, namely: Orientation Based, Architectural Features Based, Boundary Based, Random Choice, Minimum rooms and Shortest Distance. A preference function was estimated for the next room choice, based upon the architectural features of the current room, and the given familiarity of the environment. The implemented agent uses a simplified version of the virtual building model. This simplified version only includes those architectural elements and features that are relevant for vision driven navigation, i.e. the type of egress, egress colour, egress width, room colour and room size. Room colour is converted into three levels of grey. The agent’ s wayfinding behaviour is validated with the hit ratio, the average visit frequency of each room, and the average total number of rooms visited, respectively. The agent-based simulation system developed in not only an interpretation of the empirical findings obtained from the research, but it is also applicable for testing and evaluation purposes in architectural design problems. After certain transformations, a CAD model of an office environment can be presented to the simulation system as input. By setting the wayfinding task, the designed agent can be employed to predict how individuals may behave in this office environment in reality. This helps the architects, with regard to wayfinding efficiency and space utility, to improve their design

    Effects of desktop virtual reality environment training on state anxiety and vocational identity scores among persons with disabilities during job placement/job readiness activities

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    This study examined how desktop virtual reality environment training (DVRET) affected state anxiety and vocational identity of vocational rehabilitation services consumers during job placement/job readiness activities.It utilized a quantitative research model with a quasi-experimental pretest-posttest design plus some qualitative descriptive techniques. A small purposive sample was used, comprising 8 individuals currently participating in the Oklahoma Department of Rehabilitation Services Project SEARCH job placement program.Independent variables were the DVRET experimental treatment and the backgrounds and demographics of the subjects. Dependent variables were Modified Percent Gain Scores (MPGS) on the State Anxiety Inventory and the Vocational Identity (VI) sub-scale of the My Vocational Situation (MVS) Inventory.Descriptive statistics, cross tabulations, independent sample t-tests, and correlation coefficients were used for statistical analysis. The DVRET presented significantly lower state anxiety and small but not significantly higher VI. Correlations indicated state anxiety and vocational identities were related. Post-treatment questionnaire comments showed the treatment group unanimously found pre-employment VR exploration was beneficial.This study implies that desktop VR has promise in the vocational rehabilitation profession

    Behavioural morphisms in virtual environments

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    One of the largest application domains for Virtual Reality lies in simulating the Real World. Contemporary applications of virtual environments include training devices for surgery, component assembly and maintenance, all of which require a high fidelity reproduction of psychomotor skills. One extremely important research question in this field is: "How closely does our facsimile of a real task in a virtual environment reproduce that Task?" At present the field of Virtual Reality is answering this question in subjective terms by the concept of presence and in objective terms by measures of task performance or training effectiveness ratios. [Continues.
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