scholarly journals Comparison of Controller-Based Locomotion Techniques for Visual Observation in Virtual Reality

2021 ◽  
Vol 5 (7) ◽  
pp. 31
Author(s):  
Jussi Rantala ◽  
Jari Kangas ◽  
Olli Koskinen ◽  
Tomi Nukarinen ◽  
Roope Raisamo

Many virtual reality (VR) applications use teleport for locomotion. The non-continuous locomotion of teleport is suited for VR controllers and can minimize simulator sickness, but it can also reduce spatial awareness compared to continuous locomotion. Our aim was to create continuous, controller-based locomotion techniques that would support spatial awareness. We compared the new techniques, slider and grab, with teleport in a task where participants counted small visual targets in a VR environment. Task performance was assessed by asking participants to report how many visual targets they found. The results showed that slider and grab were significantly faster to use than teleport, and they did not cause significantly more simulator sickness than teleport. Moreover, the continuous techniques provided better spatial awareness than teleport.

Author(s):  
Moshe M. H. Aharoni ◽  
Anat V. Lubetzky ◽  
Liraz Arie ◽  
Tal Krasovsky

Abstract Background Persistent postural-perceptual dizziness (PPPD) is a condition characterized by chronic subjective dizziness and exacerbated by visual stimuli or upright movement. Typical balance tests do not replicate the environments known to increase symptoms in people with PPPD—crowded places with moving objects. Using a virtual reality system, we quantified dynamic balance in people with PPPD and healthy controls in diverse visual conditions. Methods Twenty-two individuals with PPPD and 29 controls performed a square-shaped fast walking task (Four-Square Step Test Virtual Reality—FSST-VR) using a head-mounted-display (HTC Vive) under 3 visual conditions (empty train platform; people moving; people and trains moving). Head kinematics was used to measure task duration, movement smoothness and anterior–posterior (AP) and medio-lateral (ML) ranges of movement (ROM). Heart rate (HR) was monitored using a chest-band. Participants also completed a functional mobility test (Timed-Up-and-Go; TUG) and questionnaires measuring anxiety (State-Trait Anxiety Inventory; STAI), balance confidence (Activities-Specific Balance Confidence; ABC), perceived disability (Dizziness Handicap Inventory) and simulator sickness (Simulator Sickness Questionnaire). Main effects of visual load and group and associations between performance, functional and self-reported outcomes were examined. Results State anxiety and simulator sickness did not increase following testing. AP-ROM and HR increased with high visual load in both groups (p < 0.05). There were no significant between-group differences in head kinematics. In the high visual load conditions, high trait anxiety and longer TUG duration were moderately associated with reduced AP and ML-ROM in the PPPD group and low ABC and  high perceived disability were associated with reduced AP-ROM (|r| =  0.47 to 0.53; p < 0.05). In contrast, in controls high STAI-trait, low ABC and longer TUG duration were associated with increased AP-ROM (|r| = 0.38 to 0.46; p < 0.05) and longer TUG duration was associated with increased ML-ROM (r = 0.53, p < 0.01). Conclusions FSST-VR may shed light on movement strategies in PPPD beyond task duration. While no main effect of group was observed, the distinct associations with self-reported and functional outcomes, identified using spatial head kinematics, suggest that some people with PPPD reduce head degrees of freedom when performing a dynamic balance task. This supports a potential link between spatial perception and PPPD symptomatology.


2017 ◽  
Vol 53 (Supplement2) ◽  
pp. S442-S445
Author(s):  
Bingcheng Wang ◽  
Pei-Luen Patrick Rau ◽  
Lili Dong

1988 ◽  
Vol 32 (2) ◽  
pp. 168-172 ◽  
Author(s):  
Christopher D. Wickens ◽  
Kelly Harwood ◽  
Leon Segal ◽  
Inge Tkalcevic ◽  
Bill Sherman

The objective of this research was to establish the validity of predictive models of workload in the context of a controlled simulation of a helicopter flight mission. The models that were evaluated contain increasing levels of sophistication regarding their assumptions about the competition for processing resources underlying multiple task performance. Ten subjects performed the simulation which involved various combinations of a low level flight task with three cognitive side tasks, pertaining to navigation, spatial awareness and computation. Side task information was delivered auditorily or visually. Results indicated that subjective workload is best predicted by relatively simple models that simply integrate the total demands of tasks over time (r = 0.65). In contrast, performance is not well predicted by these models (r < .10), but is best predicted by models that assume differential competition between processing resources (r = 0.47). The relevance of these data to predictive models and to the use of subjective measures for model validation is discussed.


2019 ◽  
Vol 25 (9) ◽  
pp. 859-861 ◽  
Author(s):  
Greg M. Reger ◽  
Derek Smolenski ◽  
Amanda Edwards-Stewart ◽  
Nancy A. Skopp ◽  
Albert “Skip” Rizzo ◽  
...  

2021 ◽  
Vol 5 (2) ◽  
Author(s):  
Stuart Gray ◽  
Chris Bevan ◽  
Kirsten Cater ◽  
Jo Gildersleve ◽  
Caroline Garland ◽  
...  

Collaborations between human–computer interaction (HCI) researchers and arts practitioners frequently centre on the development of creative content using novel – often emergent – technologies. Concurrently, many of the techniques that HCI researchers use in evaluative participant-based research have their roots in the arts – such as sketching, writing, artefact prototyping and role play. In this reflective paper, we describe a recent collaboration between a group of HCI researchers and dramatists from the immersive theatre organization Kilter, who worked together to design a series of audience-based interventions to explore the ethics of virtual reality (VR) technology. Through a process of knowledge exchange, the collaboration provided the researchers with new techniques to explore, ideate and communicate their work, and provided the dramatists with a solid academic grounding in order to produce an accurate yet provocative piece of theatrically based design fiction. We describe the formation of this partnership between academia and creative industry, document our journey together, and share the lasting impact it has had upon both parties.


2013 ◽  
Vol 22 (1) ◽  
pp. 20-35 ◽  
Author(s):  
Weixin Wu ◽  
Yujie Dong ◽  
Adam Hoover

This paper describes a new method for measuring the end-to-end latency between sensing and actuation in a digital computing system. Compared to previous works, which generally measured the latency at 10–33-ms intervals or at discrete events separated by hundreds of ms, our new method measures the latency continuously at 1-ms resolution. This allows for the observation of variations in latency over sub 1-s periods, instead of relying upon averages of measurements. We have applied our method to two systems, the first using a camera for sensing and an LCD monitor for actuation, and the second using an orientation sensor for sensing and a motor for actuation. Our results show two interesting findings. First, a cyclical variation in latency can be seen based upon the relative rates of the sensor and actuator clocks and buffer times; for the components we tested, the variation was in the range of 15–50 Hz with a magnitude of 10–20 ms. Second, orientation sensor error can look like a variation in latency; for the sensor we tested, the variation was in the range of 0.5–1.0 Hz with a magnitude of 20–100 ms. Both of these findings have implications for robotics and virtual reality systems. In particular, it is possible that the variation in apparent latency caused by orientation sensor error may have some relation to simulator sickness.


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