14 research outputs found
Investigating how mindfulness promotes the restorative effects of nature exposure in virtual reality
Over the last century, the number of people living in urban areas has been increasing and the general health and happiness of the public has been decreasing (Emfield & Neider, 2014). As more people move into urban environments, the negative consequences of reduced connection with nature are becoming more apparent. One promising way to reverse this trend is by reconnecting humans with the natural world. Natural environments have been shown to exert beneficial influences on mental health; however, to effectively develop therapeutic interventions, there is a strong need to understand the mechanisms of action by which natural environments support positive mental health outcomes. This thesis investigated potential mechanisms of action for therapeutic nature exposure as well as the preliminary efficacy of nature exposure therapy in virtual reality. Research subjects completed a survey measure assessing previous visits to nature and self-reported mental health symptoms. They subsequently completed an in situ experimental session in which they received one of three treatments (real nature, virtual nature or no nature) and then completed a laboratory stress task. Levels of mindfulness during the stressor and changes in self-reported levels of state positive and negative affect before and after the stressor were assessed. Results showed nature visitation indirectly correlated with psychopathology and emotional responses to nature. Additionally, mindfulness covaried with nature treatment type (real nature or virtual nature) for positive affect. These results elucidate the relationship between nature and mental health and demonstrate the potential for virtual restorative environments to be used in the treatment of mental health disorders
Augmenting Immersive Telepresence Experience with a Virtual Body
We propose augmenting immersive telepresence by adding a virtual body,
representing the user's own arm motions, as realized through a head-mounted
display and a 360-degree camera. Previous research has shown the effectiveness
of having a virtual body in simulated environments; however, research on
whether seeing one's own virtual arms increases presence or preference for the
user in an immersive telepresence setup is limited. We conducted a study where
a host introduced a research lab while participants wore a head-mounted display
which allowed them to be telepresent at the host's physical location via a
360-degree camera, either with or without a virtual body. We first conducted a
pilot study of 20 participants, followed by a pre-registered 62 participant
confirmatory study. Whereas the pilot study showed greater presence and
preference when the virtual body was present, the confirmatory study failed to
replicate these results, with only behavioral measures suggesting an increase
in presence. After analyzing the qualitative data and modeling interactions, we
suspect that the quality and style of the virtual arms, and the contrast
between animation and video, led to individual differences in reactions to the
virtual body which subsequently moderated feelings of presence.Comment: Accepted for publication in Transactions in Visualization and
Computer Graphics (TVCG), to be presented in IEEE VR 202
Virtual Reality Sickness Reduces Attention During Immersive Experiences
In this paper, we show that Virtual Reality (VR) sickness is associated with
a reduction in attention, which was detected with the P3b Event-Related
Potential (ERP) component from electroencephalography (EEG) measurements
collected in a dual-task paradigm. We hypothesized that sickness symptoms such
as nausea, eyestrain, and fatigue would reduce the users' capacity to pay
attention to tasks completed in a virtual environment, and that this reduction
in attention would be dynamically reflected in a decrease of the P3b amplitude
while VR sickness was experienced. In a user study, participants were taken on
a tour through a museum in VR along paths with varying amounts of rotation,
shown previously to cause different levels of VR sickness. While paying
attention to the virtual museum (the primary task), participants were asked to
silently count tones of a different frequency (the secondary task). Control
measurements for comparison against the VR sickness conditions were taken when
the users were not wearing the Head-Mounted Display (HMD) and while they were
immersed in VR but not moving through the environment. This exploratory study
shows, across multiple analyses, that the effect mean amplitude of the P3b
collected during the task is associated with both sickness severity measured
after the task with a questionnaire (SSQ) and with the number of counting
errors on the secondary task. Thus, VR sickness may impair attention and task
performance, and these changes in attention can be tracked with ERP measures as
they happen, without asking participants to assess their sickness symptoms in
the moment
The plausibility paradox for scaled-down users in virtual environments
Abstract
This paper identifies a new phenomenon: when users interact with simulated objects in a virtual environment where the user is much smaller than usual, there is a mismatch between the object physics that they expect and the object physics that would be correct at that scale. We report the findings of our study investigating the relationship between perceived realism and a physically accurate approximation of reality in a virtual reality experience in which the user has been scaled down by a factor of ten. We conducted a within-subjects experiment in which 44 subjects performed a simple interaction task with objects under two different physics simulation conditions. In one condition, the objects, when dropped and thrown, behaved accurately according to the physics that would be correct at that reduced scale in the real world, our true physics condition. In the other condition, the movie physics condition, the objects behaved in a similar manner as they would if no scaling of the user had occurred. We found that a significant majority of the users considered the latter condition to be the more realistic one. We argue that our findings have implications for many virtual reality and telepresence applications involving operation with simulated or physical objects in small scales
The plausibility paradox for resized users in virtual environments
Abstract
This paper identifies and confirms a perceptual phenomenon: when users interact with simulated objects in a virtual environment where the users’ scale deviates greatly from normal, there is a mismatch between the object physics they consider realistic and the object physics that would be correct at that scale. We report the findings of two studies investigating the relationship between perceived realism and a physically accurate approximation of reality in a virtual reality experience in which the user has been scaled by a factor of ten. Study 1 investigated perception of physics when scaled-down by a factor of ten, whereas Study 2 focused on enlargement by a similar amount. Studies were carried out as within-subjects experiments in which a total of 84 subjects performed simple interaction tasks with objects under two different physics simulation conditions. In the true physics condition, the objects, when dropped and thrown, behaved accurately according to the physics that would be correct at that either reduced or enlarged scale in the real world. In the movie physics condition, the objects behaved in a similar manner as they would if no scaling of the user had occurred. We found that a significant majority of the users considered the movie physics condition to be the more realistic one. However, at enlarged scale, many users considered true physics to match their expectations even if they ultimately believed movie physics to be the realistic condition. We argue that our findings have implications for many virtual reality and telepresence applications involving operation with simulated or physical objects in abnormal and especially small scales
Human perception-optimized planning for comfortable VR-based telepresence
Abstract
This letter introduces an emerging motion planning problem by considering a human that is immersed into the viewing perspective of a remote robot. The challenge is to make the experience both effective (such as delivering a sense of presence), and comfortable (such as avoiding adverse sickness symptoms, including nausea). We refer this challenging new area as human perception-optimized planning, and propose a general multiobjective optimization framework that can be instantiated in many envisioned scenarios. We then consider a specific VR telepresence task as a case of human perception-optimized planning, in which we simulate a robot that sends 360 video to a remote user to be viewed through a head-mounted display. In this particular task, we plan trajectories that minimize VR sickness (and thereby maximize comfort). An A* type method is used to create a Pareto-optimal collection of piecewise linear trajectories while taking into account criteria that improve comfort. We conducted a study with human subjects touring a virtual museum, in which paths computed by our algorithm are compared against a reference RRT-based trajectory. Generally, users suffered less from VR sickness, and preferred the paths created by the presented algorithm
Analysis of user preferences for robot motions in immersive telepresence
Abstract
This paper considers how the motions of a telepresence robot moving autonomously affect a person immersed in the robot through a head-mounted display. In particular, we explore the preference, comfort, and naturalness of elements of piecewise linear paths compared to the same elements on a smooth path. In a user study, thirty-six subjects watched panoramic videos of three different paths through a simulated museum in virtual reality and responded to questionnaires regarding each path. Preference for a particular path was influenced the most by comfort, forward speed, and characteristics of the turns. Preference was also strongly associated with the users’ perceived naturalness, which was primarily determined by the ability to see salient objects, the distance to the walls and objects, as well as the turns. Participants favored the paths that had a one meter per second forward speed and rated the path with the least amount of turns as the most comfortable
Comfort and sickness while virtually aboard an autonomous telepresence robot
Abstract
In this paper, we analyze how different path aspects affect a user’s experience, mainly VR sickness and overall comfort, while immersed in an autonomously moving telepresence robot through a virtual reality headset. In particular, we focus on how the robot turns and the distance it keeps from objects, with the goal of planning suitable trajectories for an autonomously moving immersive telepresence robot in mind; rotational acceleration is known for causing the majority of VR sickness, and distance to objects modulates the optical flow. We ran a within-subjects user study (n = 36, women = 18) in which the participants watched three panoramic videos recorded in a virtual museum while aboard an autonomously moving telepresence robot taking three different paths varying in aspects such as turns, speeds, or distances to walls and objects. We found a moderate correlation between the users’ sickness as measured by the SSQ and comfort on a 6-point Likert scale across all paths. However, we detected no association between sickness and the choice of the most comfortable path, showing that sickness is not the only factor affecting the comfort of the user. The subjective experience of turn speed did not correlate with either the SSQ scores or comfort, even though people often mentioned turning speed as a source of discomfort in the open-ended questions. Through exploring the open-ended answers more carefully, a possible reason is that the length and lack of predictability also play a large role in making people observe turns as uncomfortable. A larger subjective distance from walls and objects increased comfort and decreased sickness both in quantitative and qualitative data. Finally, the SSQ subscales and total weighted scores showed differences by age group and by gender
Virtual Reality Sickness Reduces Attention During Immersive Experiences
In this paper, we show that Virtual Reality (VR) sickness is associated with a reduction in attention, which was detected with the P3b Event-Related Potential (ERP) component from electroencephalography (EEG) measurements collected in a dual-task paradigm. We hypothesized that sickness symptoms such as nausea, eyestrain, and fatigue would reduce the users' capacity to pay attention to tasks completed in a virtual environment, and that this reduction in attention would be dynamically reflected in a decrease of the P3b amplitude while VR sickness was experienced. In a user study, participants were taken on a tour through a museum in VR along paths with varying amounts of rotation, shown previously to cause different levels of VR sickness. While paying attention to the virtual museum (the primary task), participants were asked to silently count tones of a different frequency (the secondary task). Control measurements for comparison against the VR sickness conditions were taken when the users were not wearing the Head-Mounted Display (HMD) and while they were immersed in VR but not moving through the environment. This exploratory study shows, across multiple analyses, that the effect mean amplitude of the P3b collected during the task is associated with both sickness severity measured after the task with a questionnaire (SSQ) and with the number of counting errors on the secondary task. Thus, VR sickness may impair attention and task performance, and these changes in attention can be tracked with ERP measures as they happen, without asking participants to assess their sickness symptoms in the moment.</p
HI-DWA:human-influenced dynamic window approach for shared control of a telepresence robot
Abstract
This paper considers the problem of enabling the user to modify the path of a telepresence robot. The robot is capable of autonomously navigating to a goal predefined by the user, but the user might still want to modify the path, for example, to go further away from other people, or to go closer to landmarks she wants to see on the way. We propose Human-Influenced Dynamic Window Approach (HI-DWA), a shared control method aimed for telepresence robots based on Dynamic Window Approach (DWA) that allows the user to influence the control input given to the robot. To verify the proposed method, we performed a user study (N=32) in Virtual Reality (VR) to compare HI-DWA with switching between autonomous navigation and manual control for controlling a simulated telepresence robot moving in a virtual environment. Results showed that users reached their goal faster using HI-DWA controller and found it easier to use. Preference between the two methods was split equally. Qualitative analysis revealed that a major reason for the participants that preferred switching between two modes was the feeling of control. We also analyzed the effect of different input methods, joystick and gesture, on the preference and perceived workload