85 research outputs found
User-centered virtual environment design for virtual rehabilitation
<p>Abstract</p> <p>Background</p> <p>As physical and cognitive rehabilitation protocols utilizing virtual environments transition from single applications to comprehensive rehabilitation programs there is a need for a new design cycle methodology. Current human-computer interaction designs focus on usability without benchmarking technology within a user-in-the-loop design cycle. The field of virtual rehabilitation is unique in that determining the efficacy of this genre of computer-aided therapies requires prior knowledge of technology issues that may confound patient outcome measures. Benchmarking the technology (e.g., displays or data gloves) using healthy controls may provide a means of characterizing the "normal" performance range of the virtual rehabilitation system. This standard not only allows therapists to select appropriate technology for use with their patient populations, it also allows them to account for technology limitations when assessing treatment efficacy.</p> <p>Methods</p> <p>An overview of the proposed user-centered design cycle is given. Comparisons of two optical see-through head-worn displays provide an example of benchmarking techniques. Benchmarks were obtained using a novel vision test capable of measuring a user's stereoacuity while wearing different types of head-worn displays. Results from healthy participants who performed both virtual and real-world versions of the stereoacuity test are discussed with respect to virtual rehabilitation design.</p> <p>Results</p> <p>The user-centered design cycle argues for benchmarking to precede virtual environment construction, especially for therapeutic applications. Results from real-world testing illustrate the general limitations in stereoacuity attained when viewing content using a head-worn display. Further, the stereoacuity vision benchmark test highlights differences in user performance when utilizing a similar style of head-worn display. These results support the need for including benchmarks as a means of better understanding user outcomes, especially for patient populations.</p> <p>Conclusions</p> <p>The stereoacuity testing confirms that without benchmarking in the design cycle poor user performance could be misconstrued as resulting from the participant's injury state. Thus, a user-centered design cycle that includes benchmarking for the different sensory modalities is recommended for accurate interpretation of the efficacy of the virtual environment based rehabilitation programs.</p
Frequency Characteristics of Visually Induced Motion Sickness
This article was published in the journal, Human Factors [Sage Publications / © Human Factors and Ergonomics Society.]. The definitive version is available at: http://dx.doi.org/10.1177/0018720812469046Objective: The aim of this study was to explore
the frequency response of visually induced motion
sickness (VIMS) for oscillating linear motion in the foreand-
aft axis.
Background: Simulators, virtual environments,
and commercially available video games that create an
illusion of self-motion are often reported to induce
the symptoms seen in response to true motion. Often
this human response can be the limiting factor in the
acceptability and usability of such systems. Whereas
motion sickness in physically moving environments
is known to peak at an oscillation frequency around
0.2 Hz, it has recently been suggested that VIMS peaks
at around 0.06 Hz following the proposal that the
summed response of the visual and vestibular selfmotion
systems is maximized at this frequency. Methods: We exposed 24 participants to random
dot optical flow patterns simulating oscillating foreand-
aft motion within the frequency range of 0.025 to
1.6 Hz. Before and after each 20-min exposure, VIMS was
assessed with the Simulator Sickness Questionnaire.
Also, a standard motion sickness scale was used to rate
symptoms at 1-min intervals during each trial.
Results: VIMS peaked between 0.2 and 0.4 Hz with
a reducing effect at lower and higher frequencies.
Conclusion: The numerical prediction of the
“crossover frequency” hypothesis, and the design
guidance curve previously proposed, cannot be accepted
when the symptoms are purely visually induced.
Application: In conditions in which stationary
observers are exposed to optical flow that simulates
oscillating fore-and-aft motion, frequencies around 0.2
to 0.4 Hz should be avoided
Creating Convivial Affordances: a Study of Virtual World Social Movements
The study of technology and societal challenges is a growing area in information systems research. This paper explores how social movements can use virtual worlds to raise awareness or create safe spaces for their members. As social movements move into virtual worlds, the technical environment becomes more important. This paper presents an interpretive field study using netnographic research and empirical data from a study of a lesbian, gay, bisexual, and transgender social movement in World of Warcraft. This paper takes the position that an understanding of affordances is required for users to be able to create convivial outcomes to shape the use of virtual worlds for their own goals and intentions. The paper presents the concept of convivial affordances, which brings together the theories of affordances and conviviality, and suggests that social users can shape IT artefacts through a creative combination of affordances for their specific goals, and with community involvement
A three dimensional view of stereopsis in dentistry
Stereopsis and its role in dental practice has been a topic of debate in recent editions of this Journal. These discussions are particularly timely as they come at a point when virtual reality simulators are becoming increasingly popular in the education of tomorrow's dentists. The aim of this article is to discuss the lack of robust empirical evidence to ascertain the relationship (if any) between stereopsis and dentistry and to build a case for the need for further research to build a strong evidence base on the topic
The Effects Of Realistic Versus Unrealistic Desktop Interface Designs On Novice And Expert Users
Metaphors are one tool which designers have used to bridge the gap between technology and the novice user. While metaphors work in theory, often the metaphor falls apart or breaks down during seemingly logical procedures. It would stand to reason that a metaphor which approximates the human-environment interaction, and remains consistent in the analogy, would be a more valid test of the benefits of a metaphor. In this study, novice and expert subjects were given a set of four computer-based, editing tasks, each of which was composed of six subtasks. The dependent variable was time to complete the task. It was found that novice subjects significantly benefited from the use of the realistic desktop design, while there were no significant differences in the performance of expert users. © 1995 Elsevier Science B.V. All rights reserved
Enhancing Virtual Environment Spatial Awareness Training And Transfer Through Tactile And Vestibular Cues
Haptic interaction has been successfully incorporated into a variety of virtual environment (VE) systems, yet designing multimodal VE training systems remains challenging as each cue incorporated during training should maximise learning and training transfer. This study examined the impact of incorporating two independent, spatialised tactile cues and vestibular cues into a military VE training environment with the goal of empirically examining whether such cues could enhance performance within the training environment and also that knowledge and skills gained during training could transfer to another environment. The results showed that tactile cues enhanced spatial awareness and performance during both repeated training and within a transfer environment, yet there were costs associated when two independent tactile cues were presented during training. In addition, results suggest that spatial awareness benefits from a tactile point indicator may be impacted by vestibular cues, as performance benefits were seen when tactile cues were paired with head tracking. To fully realise training potential, it is essential to determine how best to leverage multimodal capacity of VE training systems by identifying how multimodal training cues may advance knowledge, skills and attitudes of trainees. Results from this study provide design guidelines for incorporating tactile cues in VE training environments to enhance spatial awareness. © 2009 Taylor & Francis
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