scholarly journals Developing a New Measure of the Useful Field of View for Use in Dynamic Real-World Scene Viewing

2012 ◽  
Vol 12 (9) ◽  
pp. 564-564
Author(s):  
L. Loschky ◽  
R. Ringer ◽  
A. Larson ◽  
G. Hughes ◽  
K. Dean ◽  
...  
Author(s):  
Frank Schieber ◽  
Jess Gilland

Age differences in the useful field of view (UFOV) were assessed during real-world driving using a newly developed car-following protocol. Nineteen young (mean age = 23) and 19 older (mean age = 73) drivers were examined. Peripheral target detection performance declined significantly with age and target eccentricity. However, consistent with several recent studies, no age by target eccentricity interaction was observed. These findings contribute to the validation of the UFOV construct and provide a foundation for better understanding age-related changes in visual attention in the real-world driving domain.


2015 ◽  
Vol 15 (12) ◽  
pp. 878 ◽  
Author(s):  
Ryan Ringer ◽  
Zachary Throneburg ◽  
Tera Walton ◽  
Greg Erickson ◽  
Allison Coy ◽  
...  

Sensors ◽  
2021 ◽  
Vol 21 (4) ◽  
pp. 1091
Author(s):  
Izaak Van Crombrugge ◽  
Rudi Penne ◽  
Steve Vanlanduit

Knowledge of precise camera poses is vital for multi-camera setups. Camera intrinsics can be obtained for each camera separately in lab conditions. For fixed multi-camera setups, the extrinsic calibration can only be done in situ. Usually, some markers are used, like checkerboards, requiring some level of overlap between cameras. In this work, we propose a method for cases with little or no overlap. Laser lines are projected on a plane (e.g., floor or wall) using a laser line projector. The pose of the plane and cameras is then optimized using bundle adjustment to match the lines seen by the cameras. To find the extrinsic calibration, only a partial overlap between the laser lines and the field of view of the cameras is needed. Real-world experiments were conducted both with and without overlapping fields of view, resulting in rotation errors below 0.5°. We show that the accuracy is comparable to other state-of-the-art methods while offering a more practical procedure. The method can also be used in large-scale applications and can be fully automated.


2005 ◽  
Vol 14 (5) ◽  
pp. 580-596 ◽  
Author(s):  
Simon Lessels ◽  
Roy A. Ruddle

Two experiments investigated participants' ability to search for targets in a cluttered small-scale space. The first experiment was conducted in the real world with two field of view conditions (full vs. restricted), and participants found the task trivial to perform in both. The second experiment used the same search task but was conducted in a desktop virtual environment (VE), and investigated two movement interfaces and two visual scene conditions. Participants restricted to forward only movement performed the search task quicker and more efficiently (visiting fewer targets) than those who used an interface that allowed more flexible movement (forward, backward, left, right, and diagonal). Also, participants using a high fidelity visual scene performed the task significantly quicker and more efficiently than those who used a low fidelity scene. The performance differences among all the conditions decreased with practice, but the performance of the best VE group approached that of the real-world participants. These results indicate the importance of using high fidelity scenes in VEs, and suggest that the use of a simple control system is sufficient for maintaining one's spatial orientation during searching.


Neurology ◽  
2019 ◽  
Vol 93 (14 Supplement 1) ◽  
pp. S12.3-S13
Author(s):  
Bailey Anderson ◽  
Kaitlin Burgess ◽  
Bruno Giordani ◽  
James Eckner

ObjectiveTo explore cognitive factors contributing to concussive impacts in athletes.BackgroundCognitive training programs are becoming an increasingly popular strategy for improving athletic performance. Such programs may have potential to decrease athletes’ concussion risk by improving athletes’ ability to avoid and appropriately react to imminent impacts in the athletic environment. Understanding what cognitive factors contribute to concussive impacts may provide insight into the most appropriate cognitive training regimens for concussion risk reduction.Design/MethodsYouTube videos depicting 100 concussive impacts in athletes were identified via Google video search. Two reviewers independently classified the primary cognitive factor contributing to each impact as one of the following: useful field of view (UFOV, unanticipated/unrecognized impacts coming from outside the athlete’s field of view), field dependence (FD, unanticipated/unrecognized impacts resulting from the athlete’s attention being so focused on an athletic task that the pending impact was not recognized), processing speed (PS, anticipated/recognized impacts occurring too quickly for the athlete to complete an evasive or protective maneuver), or motion perception (MP, anticipated/recognized impacts occurring with sufficient time to respond but associated with a poorly planned or implemented motor response). Descriptive statistics were calculated.Results98 videos were reviewed to yield 100 concussive impacts. 98% of the concussed athletes were males. Concussions occurred during American football (53%), ice hockey (29%), soccer (3%), basketball (3%), as well as 9 other sports (12%). The most commonly contributing cognitive factor was MP (32%), followed by FD (30%), UFOV (23%), and PS (15%).ConclusionsMultiple cognitive factors contribute to concussive impacts in athletes, with MP and FD being the most common in our sample. Cognitive training programs intending to reduce concussion risk in athletes should not focus only on one cognitive factor. Future work should also explore differences between sports and positions.


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