scholarly journals Effects of the Weight and Balance of Head-Mounted Displays on Physical Load

2021 ◽  
Vol 11 (15) ◽  
pp. 6802
Author(s):  
Kodai Ito ◽  
Mitsunori Tada ◽  
Hiroyasu Ujike ◽  
Keiichiro Hyodo

To maximize user experience in VR environments, optimizing the comfortability of head-mounted displays (HMDs) is essential. To date, few studies have investigated the fatigue induced by wearing commercially available HMDs. Here, we focus on the effects of HMD weight and balance on the physical load experienced by the user. We conducted an experiment in which participants completed a shooting game while wearing differently weighted and balanced HMDs. Afterwards, the participants completed questionnaires to assess levels of discomfort and fatigue. The results clarify that the weight of the HMD affects user fatigue, with the degree of fatigue varying depending on the center of mass position. Additionally, they suggest that the torque at the neck joint corresponds to the physical load imparted by the HMD. Therefore, our results provide valuable insights, demonstrating that, to improve HMD comfortability, it is necessary to consider both the balance and reduction of weight during HMD design.

2020 ◽  
Vol 17 (1) ◽  
pp. 37-48 ◽  
Author(s):  
Florian Mundhenke

Audience research proves that possibilities of interaction in i-docs are often not fulfilled by the user, who is not really part of a ‘work in progress’ (as intended by the makers). With the shift and development of new digital formats (360-degree-films, nonfictional VR experiences, AR apps), the question of the possible interactive potential should be addressed once again. Since VR projects are fully immersive (mostly using head-mounted displays), there is no possible distraction from outside on the one hand. On the other hand, there is a shift from the computer game style aesthetic of early i-docs, with their pure spatial arrangement of events, to a more inclusive digital storytelling modality with the user experiencing his own world-building. This will be discussed with taking into consideration the non-fictional VR experience as a mode of actively combining immersion and storytelling for a satisfactory user experience. Afterwards two very different examples of nonfictional VR production will be presented, and their modalities will be briefly touched; the utilized approach and its user response will be discussed. A look at the future of possible developments concludes the essay.


2013 ◽  
Vol 437 ◽  
pp. 663-668
Author(s):  
Ling Sun ◽  
Peng Yu ◽  
Tong Zhang

Inertial parameters of the motor assembly include its mass, CM (center of mass) position, moment of inertia and product of inertia. Taking one vehicle drive motor as the research object, its mass and CM position are measured by using weight method and moment balance method respectively. Its moment of inertia and product of inertia are measured by using three-wire pendulum. On the basis of analyzing the test error, this paper proposed specific measures to reduce the test error.


2018 ◽  
Vol 54 (Supplement) ◽  
pp. S7-3-S7-3
Author(s):  
Mitsunori TADA ◽  
Hiroyasu UJIKE ◽  
Keiichiro HYODO

1997 ◽  
Vol 114 (2) ◽  
pp. 384-389 ◽  
Author(s):  
J. Massion ◽  
K. Popov ◽  
J.-C. Fabre ◽  
P. Rage ◽  
V. Gurfinkel

Author(s):  
Thiago D'Angelo ◽  
Saul Emanuel Delabrida Silva ◽  
Ricardo A. R. Oliveira ◽  
Antonio A. F. Loureiro

Virtual Reality and Augmented Reality Head-Mounted Displays (HMDs) have been emerging in the last years. These technologies sound like the new hot topic for the next years. Head-Mounted Displays have been developed for many different purposes. Users have the opportunity to enjoy these technologies for entertainment, work tasks, and many other daily activities. Despite the recent release of many AR and VR HMDs, two major problems are hindering the AR HMDs from reaching the mainstream market: the extremely high costs and the user experience issues. In order to minimize these problems, we have developed an AR HMD prototype based on a smartphone and on other low-cost materials. The prototype is capable of running Eye Tracking algorithms, which can be used to improve user interaction and user experience. To assess our AR HMD prototype, we choose a state-of-the-art method for eye center location found in the literature and evaluate its real-time performance in different development boards.


2019 ◽  
Vol 11 (9) ◽  
pp. 168781401987618
Author(s):  
Dongliang Chen ◽  
Chen Gong ◽  
Fuze Xing ◽  
Changhe Zhou ◽  
Mengfei Qi ◽  
...  

It is a common phenomenon in the movement of the quadruped mammals accompanied with head swings. Inspired by this, this article attempts to add head motion to the bounding gait of a quadruped robot. According to the theoretical analysis, there are two main functions of the head. First, the head can realize the active control of the center of mass position of the robot, which is of great significance to the stable motion of the robot. Second, the swing of the head plays a role in regulating the pitch angle of the torso and improves the coordination and stability of the motion. A simplified quadruped robot model with a head and spine joint is established and analyzed theoretically. The regularity of head movement in periodic bounding gait is summarized. Through simulation and experiment, we confirm the two roles of the head in the bounding gait of a quadruped robot.


Proceedings ◽  
2020 ◽  
Vol 49 (1) ◽  
pp. 60
Author(s):  
Sohei Washino ◽  
Akihiko Murai ◽  
Hirotoshi Mankyu ◽  
Yasuhide Yoshitake

We examined the association between changes in swimming velocity, vertical center of mass (CoM) position, and projected frontal area (PFA) during maximal 200-m front crawl. Three well-trained male swimmers performed a single maximal 200-m front crawl in an indoor 25-m pool. Three-dimensional (3D) shape data of the whole body were fitted to 3D motion data during swimming by using inverse kinematics computation to estimate PFA accurately. Swimming velocity decreased, the vertical CoM position was lowered, and PFA increased with swimming distance. There were significant correlations between swimming velocity and vertical CoM position (|r| = 0.797–0.982) and between swimming velocity and PFA (|r| = 0.716–0.884) for each swimmer. These results suggest that descent of the swimmer’s body and increasing PFA with swimming distance are associated with decreasing swimming velocity, although the causal factor remains unclear.


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