2,950 research outputs found

    Vection in depth during treadmill walking

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    Vection has typically been induced in stationary observers (ie conditions providing visual-only information about self-motion). Two recent studies have examined vection during active treadmill walking--one reported that treadmill walking in the same direction as the visually simulated self-motion impaired vection (Onimaru et al, 2010 Journal of Vision 10(7):860), the other reported that it enhanced vection (Seno et al, 2011 Perception 40 747-750; Seno et al, 2011 Attention, Perception, & Psychophysics 73 1467-1476). Our study expands on these earlier investigations of vection during observer active movement. In experiment 1 we presented radially expanding optic flow and compared the vection produced in stationary observers with that produced during walking forward on a treadmill at a 'matched' speed. Experiment 2 compared the vection induced by forward treadmill walking while viewing expanding or contracting optic flow with that induced by viewing playbacks of these same displays while stationary. In both experiments subjects' tracked head movements were either incorporated into the self-motion displays (as simulated viewpoint jitter) or simply ignored. We found that treadmill walking always reduced vection (compared with stationary viewing conditions) and that simulated viewpoint jitter always increased vection (compared with constant velocity displays). These findings suggest that while consistent visual-vestibular information about self-acceleration increases vection, biomechanical self-motion information reduces this experience (irrespective of whether it is consistent or not with the visual input)

    Real-Time Head Gesture Recognition on Head-Mounted Displays using Cascaded Hidden Markov Models

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    Head gesture is a natural means of face-to-face communication between people but the recognition of head gestures in the context of virtual reality and use of head gesture as an interface for interacting with virtual avatars and virtual environments have been rarely investigated. In the current study, we present an approach for real-time head gesture recognition on head-mounted displays using Cascaded Hidden Markov Models. We conducted two experiments to evaluate our proposed approach. In experiment 1, we trained the Cascaded Hidden Markov Models and assessed the offline classification performance using collected head motion data. In experiment 2, we characterized the real-time performance of the approach by estimating the latency to recognize a head gesture with recorded real-time classification data. Our results show that the proposed approach is effective in recognizing head gestures. The method can be integrated into a virtual reality system as a head gesture interface for interacting with virtual worlds

    Future challenges for vection research: definitions, functional significance, measures, and neural bases

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    This paper discusses four major challenges facing modern vection research. Challenge 1 (Defining Vection) outlines the different ways that vection has been defined in the literature and discusses their theoretical and experimental ramifications. The term vection is most often used to refer to visual illusions of self-motion induced in stationary observers (by moving, or simulating the motion of, the surrounding environment). However, vection is increasingly being used to also refer to non-visual illusions of self-motion, visually-mediated self-motion perceptions, and even general subjective experiences (i.e. feelings) of self-motion. The common thread in all of these definitions is the conscious subjective experience of self-motion. Thus, Challenge 2 (Significance of Vection) tackles the crucial issue of whether such conscious experiences actually serve functional roles during self-motion (e.g., in terms of controlling or guiding the self-motion). After more than 100 years of vection research there has been surprisingly little investigation into its functional significance. Challenge 3 (Vection Measures) discusses the difficulties with existing subjective self-report measures of vection (particularly in the context of contemporary research), and proposes several more objective measures of vection based on recent empirical findings. Finally, Challenge 4 (Neural Basis) reviews the recent neuroimaging literature examining the neural basis of vection and discusses the hurdles still facing these investigations

    Glideslope perception during aircraft landing

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    Ideally, when a pilot approaches a runway on their final approach for landing, they must maintain a constant trajectory, or glideslope, of typically 3°-4°. If pilots misperceive their glideslope and alter their flight path accordingly, they are likely to overshoot or undershoot their desired touch down point on the runway. This experiment examined the accuracy of passive glideslope perceptions during simulated fixed-wing aircraft landings. 17 university students were repeatedly exposed to the following four landing scene conditions: (i) a daylight scene of a runway surrounded by buildings and lying on a 100 km deep texture mapped ground plane; (ii) a night scene with only the side runway lights visible; (iii) a night scene with the side, center, near end and far end runway lights visible and a visible horizon line; or (iv) a night scene with a runway outline (instead of discrete lights) and a visible horizon line. Each of these simulations lasted 2 seconds and represented a 130 km/hr landing approach towards a 30 m wide x 1000 m long runway with a glideslope ranging between 1° and 5°. On each experimental trial, participants viewed two simulated aircraft landings (one presented directly after the other): (a) an ideal 3° glideslope landing simulation; and (b) a comparison landing simulation, where the glideslope was either 1, 1.5, 2, 2.5, 3, 3.5, 4, 4.5, or 5°. Participants simply judged which of the two landing simulations appeared to have the steepest glideslope. As expected, the daylight landing scene simulations were found to produce significantly more accurate glideslope judgments than any of the night landing simulations. However, performance was found to be unacceptably imprecise and biased for all of our landing simulation scenes. Even in daylight conditions, the smallest glideslope difference that could be reliably detected (i.e. resulted in 75% correct levels of performance) exceeded 2º for 11 of our 16 subjects. It is concluded that glideslope differences of up to 2° can not be accurately perceived based on visual information alone, regardless of scene lighting or detail. The additional visual information provided by the ground surface and buildings in the daytime significantly improved performance, however not to a level that would prevent landing incidents

    Effect of decorrelation on 3-D grating detection with static and dynamic random-dot stereograms

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    Three experiments examined the effects of image decorrelation on the stereoscopic detection of sinusoidal depth gratings in static anddynamic random-dot stereograms (RDS). Detection was found to tolerate greater levels of image decorrelation as: (i) density increasedfrom 23 to 676 dots/deg2; (ii) spatial frequency decreased from 0.88 to 0.22 cpd; (iii) amplitude increased above 0.5 arcmin; and (iv) dotlifetime decreased from 1.6 s (static RDS) to 80 ms (dynamic RDS). In each case, the specific pattern of tolerance to decorrelation couldbe explained by its consequences for image sampling, filtering, and the influence of depth noise

    Effect of decorrelation on 3-D grating detection with static and dynamic random-dot stereograms

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    Three experiments examined the effects of image decorrelation on the stereoscopic detection of sinusoidal depth gratings in static anddynamic random-dot stereograms (RDS). Detection was found to tolerate greater levels of image decorrelation as: (i) density increasedfrom 23 to 676 dots/deg2; (ii) spatial frequency decreased from 0.88 to 0.22 cpd; (iii) amplitude increased above 0.5 arcmin; and (iv) dotlifetime decreased from 1.6 s (static RDS) to 80 ms (dynamic RDS). In each case, the specific pattern of tolerance to decorrelation couldbe explained by its consequences for image sampling, filtering, and the influence of depth noise

    Teaching surgical skills in a resource-limited setting: Comparing massed versus distributed practice in an ultrasound-guided breast biopsy simulator

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    Background: Teaching surgical skills in the simulation lab has increased markedly compared to teaching only in the operating room. Although many studies have been performed investigating the optimal teaching methodology for skills acquisition, there is no consensus on the best method. Massed and distributed practices are important methods in teaching procedural skills. Considering the limited human and logistical resources in low and middle-income settings, it is valuable to understand the optimal methodology for learning and acquiring surgical skills. Methods: Thirty-two core needle biopsy-naïve first-year residents and final year medical students rotating in general surgery were enrolled in and completed the study at University Teaching Hospital of Kigali, a tertiary, teaching and referral hospital in Kigali, Rwanda. They were assigned to a “massed” group (i.e., one time, 3-hour practice) or “distributed” group (i.e., 1-hour practice per week for 3 weeks). Trainees were taught ultrasound-guided core needle biopsy on a high-fidelity breast simulator. All participants completed pre- and post-tests and an evaluation of skill retention was performed one month after completion of the training. Analysis of performance was completed, and p-value ≤ 0.05 was considered statistically significant. Results: There was no difference between performance on the pretest (p=0.985) and the posttest (p=0.680). Both groups demonstrated improvement after implementation of the simulation training when comparing pretest and posttest results (p<0.001); there were no differences in the evaluation of skills retention after one month after the training between the two groups (p=0.273). Conclusions: The results of this study demonstrate that both groups have improved significantly their knowledge and skills. Trainees have similar retention of skills in ultrasound guided core needle biopsy on a breast simulator whether trained under a massed or distributed practice schedule. Both methods may be considered in our setting for teaching surgical skills. Keywords: surgical simulation; resource-limited setting; global surgery
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