8,609 research outputs found

    A hybrid model for capturing implicit spatial knowledge

    Get PDF
    This paper proposes a machine learning-based approach for capturing rules embedded in users’ movement paths while navigating in Virtual Environments (VEs). It is argued that this methodology and the set of navigational rules which it provides should be regarded as a starting point for designing adaptive VEs able to provide navigation support. This is a major contribution of this work, given that the up-to-date adaptivity for navigable VEs has been primarily delivered through the manipulation of navigational cues with little reference to the user model of navigation

    Understanding the immersive experience: Examining the influence of visual immersiveness and interactivity on spatial experiences and understanding

    Get PDF
    Advances in computer graphics have enabled us to generate more compelling 3D virtual environments. 'Immersive experience' in these environments result from a combination of immersion and interactivity. As such, various disciplines have started adopting 3D technology for enhancing spatial understanding and experience. But the impact of the immersive experience on spatial understanding and experience remains unclear. This study utilized a controlled, between-subjects experiment to systematically manipulate a virtual reality system's technology affordances (stereoscopy, field of view, and navigability) and measure their impact. Participants, N=120, explored a virtual office and completed a questionnaire on the experience and tasks evaluating their understanding of the space. The results indicated that visual immersion had the greatest impact on understanding but, better experiences were gained when visual immersion was combined with greater interactivity. These findings support the notion the immersive experience is important for the comprehension of virtual spaces. This study overall served to provide insight into the role of the immersive experience on the comprehension of virtual spaces. The findings advance theories of spatial presence and immersion, support the use of methods which look at technology as affordances rather than entities, and support the use of 3D technology for communicating spatial information as in the case of architecture and fire-fighter training

    From presence to consciousness through virtual reality

    Get PDF
    Immersive virtual environments can break the deep, everyday connection between where our senses tell us we are and where we are actually located and whom we are with. The concept of 'presence' refers to the phenomenon of behaving and feeling as if we are in the virtual world created by computer displays. In this article, we argue that presence is worthy of study by neuroscientists, and that it might aid the study of perception and consciousness

    Challenges for identifying the neural mechanisms that support spatial navigation: the impact of spatial scale.

    Get PDF
    Spatial navigation is a fascinating behavior that is essential for our everyday lives. It involves nearly all sensory systems, it requires numerous parallel computations, and it engages multiple memory systems. One of the key problems in this field pertains to the question of reference frames: spatial information such as direction or distance can be coded egocentrically-relative to an observer-or allocentrically-in a reference frame independent of the observer. While many studies have associated striatal and parietal circuits with egocentric coding and entorhinal/hippocampal circuits with allocentric coding, this strict dissociation is not in line with a growing body of experimental data. In this review, we discuss some of the problems that can arise when studying the neural mechanisms that are presumed to support different spatial reference frames. We argue that the scale of space in which a navigation task takes place plays a crucial role in determining the processes that are being recruited. This has important implications, particularly for the inferences that can be made from animal studies in small scale space about the neural mechanisms supporting human spatial navigation in large (environmental) spaces. Furthermore, we argue that many of the commonly used tasks to study spatial navigation and the underlying neuronal mechanisms involve different types of reference frames, which can complicate the interpretation of neurophysiological data

    Assisted Viewpoint Interaction for 3D Visualization

    Get PDF
    Many three-dimensional visualizations are characterized by the use of a mobile viewpoint that offers multiple perspectives on a set of visual information. To effectively control the viewpoint, the viewer must simultaneously manage the cognitive tasks of understanding the layout of the environment, and knowing where to look to find relevant information, along with mastering the physical interaction required to position the viewpoint in meaningful locations. Numerous systems attempt to address these problems by catering to two extremes: simplified controls or direct presentation. This research attempts to promote hybrid interfaces that offer a supportive, yet unscripted exploration of a virtual environment.Attentive navigation is a specific technique designed to actively redirect viewers' attention while accommodating their independence. User-evaluation shows that this technique effectively facilitates several visualization tasks including landmark recognition, survey knowledge acquisition, and search sensitivity. Unfortunately, it also proves to be excessively intrusive, leading viewers to occasionally struggle for control of the viewpoint. Additional design iterations suggest that formalized coordination protocols between the viewer and the automation can mute the shortcomings and enhance the effectiveness of the initial attentive navigation design.The implications of this research generalize to inform the broader requirements for Human-Automation interaction through the visual channel. Potential applications span a number of fields, including visual representations of abstract information, 3D modeling, virtual environments, and teleoperation experiences

    Factors Affecting Spatial Awareness in Non- Stereo Visual Representations of Virtual, Real and Digital Image Environments

    Get PDF
    The increasing number of applications employing virtual environment (VE) technologies as a tool, particularly those that use VE as surrogates, makes it important to examine the ability of VE to provide realistic simulations to users. Accurate space and distance perceptions have been suggested as essential preconditions for the reliable use of VE technologies in various applications. However, space and distance perception in the VE has been reported by some investigators as being perceived differently from the real world. Thus, the overall aim of this thesis is to improve our understanding of factors affecting spatial awareness in the VE. The general approach is based on a strategy of conducting empirical investigations comparing tasks performed in the VE to similar tasks performed in the real world. This research has examined the effect of display related factors on users' spatial task performance in the context of static, dynamic and interactive presentations. Three sets of experiments in these respective contexts were conducted to explore the influence of image type, display size, viewing distance, physiological cues, interface device and travel modes on distance estimate and spatial memory tasks. For distance perception, results revealed that the effect of image type depends on the context of presentations, the type of asymmetrical distances and image resolution. The effect of display size in static and dynamic presentations is consistent with the results of previous investigations. However, results from evaluations conducted by the author have indicated that other factors such as viewing distance and physiological cues were also accountable. In interactive presentations, results indicated that display size had different effects on different users whereby familiarity with display size may influence user's performance. Similarly, it was shown that a commonly used interface device is more useful and beneficial for user's spatial memory performance in the VE than the less familiar ones. In terms of travel mode, the natural method of movement available in the real world may not necessary be better than the unnatural movement which is possible in the VE. The results of investigations reported in this thesis contribute towards knowledge and understanding on factors affecting spatial awareness in the real and VE. In particular, they highlight the influence of these factors in space and distance perception in different contexts of VE presentations which will serve as important scientifically based guidelines for designers and users ofVE applications
    corecore