scholarly journals Reducing Reversal Errors in Localizing the Source of Sound in Virtual Environment without Head Tracking

Author(s):  
Vladimir Ortega-González ◽  
Samir Garbaya ◽  
Frédéric Merienne

Author(s):  
Cheng-Long Deng ◽  
Peng Geng ◽  
Yi-Fei Hu ◽  
Shu-Guang Kuai

Objective:The study examines the factors determining the movement time (MT) of positioning an object in an immersive 3D virtual environment.Background:Positioning an object into a prescribed area is a fundamental operation in a 3D space. Although Fitts’s law models the pointing task very well, it does not apply to a positioning task in an immersive 3D virtual environment since it does not consider the effect of object size in the positioning task.Method:Participants were asked to position a ball-shaped object into a spherical area in a virtual space using a handheld or head-tracking controller in the ray-casting technique. We varied object size (OS), movement amplitude (A), and target tolerance (TT). MT was recorded and analyzed in three phases: acceleration, deceleration, and correction.Results:In the acceleration phase, MT was inversely related to object size and positively proportional to movement amplitude. In the deceleration phase, MT was primarily determined by movement amplitude. In the correction phase, MT was affected by all three factors. We observed similar results whether participants used a handheld controller or head-tracking controller. We thus propose a three-phase model with different formulae at each phase. This model fit participants’ performance very well.Conclusion:A three-phase model can successfully predict MT in the positioning task in an immersive 3D virtual environment in the acceleration, deceleration, and correction phases, separately.Application:Our model provides a quantitative framework for researchers and designers to design and evaluate 3D interfaces for the positioning task in a virtual space.



1996 ◽  
Vol 5 (3) ◽  
pp. 274-289 ◽  
Author(s):  
Claudia Hendrix ◽  
Woodrow Barfield

This paper reports the results of three studies, each of which investigated the sense of presence within virtual environments as a function of visual display parameters. These factors included the presence or absence of head tracking, the presence or absence of stereoscopic cues, and the geometric field of view used to create the visual image projected on the visual display. In each study, subjects navigated a virtual environment and completed a questionnaire designed to ascertain the level of presence experienced by the participant within the virtual world. Specifically, two aspects of presence were evaluated: (1) the sense of “being there” and (2) the fidelity of the interaction between the virtual environment participant and the virtual world. Not surprisingly, the results of the first and second study indicated that the reported level of presence was significantly higher when head tracking and stereoscopic cues were provided. The results from the third study showed that the geometric field of view used to design the visual display highly influenced the reported level of presence, with more presence associated with a 50 and 90° geometric field of view when compared to a narrower 10° geometric field of view. The results also indicated a significant positive correlation between the reported level of presence and the fidelity of the interaction between the virtual environment participant and the virtual world. Finally, it was shown that the survey questions evaluating several aspects of presence produced reliable responses across questions and studies, indicating that the questionnaire is a useful tool when evaluating presence in virtual environments.



1999 ◽  
Vol 8 (4) ◽  
pp. 435-448 ◽  
Author(s):  
Karl-Erik Bystrom ◽  
Woodrow Barfield

This paper describes a study on the sense of presence and task performance in a virtual environment as affected by copresence (one subject working alone versus two subjects working as partners), level of control (control of movement and control of navigation through the virtual environment), and head tracking. Twenty subjects navigated through six versions of a virtual environment and were asked to identify changes in locations of objects within the environment. After each trial, subjects completed a questionnaire designed to assess their level of presence within the virtual environment. Results indicated that collaboration did not increase the sense of presence in the virtual environment, but did improve the quality of the experience in the virtual environment. Level of control did not affect the sense of presence, but subjects did prefer to control both movement and navigation. Head tracking did not affect the sense of presence, but did contribute to the spatial realism of the virtual environment. Task performance was affected by the presence of another individual, by head tracking, and by level of control, with subjects performing significantly more poorly when they were both alone and without control and head tracking. In addition, a factor analysis indicated that questions designed to assess the subjects' experience in the virtual environment could be grouped into three factors: (1) presence in the virtual environment, (2) quality of the virtual environment, and (3) task difficulty.



2021 ◽  
Vol 2 ◽  
Author(s):  
Juno Kim ◽  
Stephen Palmisano ◽  
Wilson Luu ◽  
Shinichi Iwasaki

Humans rely on multiple senses to perceive their self-motion in the real world. For example, a sideways linear head translation can be sensed either by lamellar optic flow of the visual scene projected on the retina of the eye or by stimulation of vestibular hair cell receptors found in the otolith macula of the inner ear. Mismatches in visual and vestibular information can induce cybersickness during head-mounted display (HMD) based virtual reality (VR). In this pilot study, participants were immersed in a virtual environment using two recent consumer-grade HMDs: the Oculus Go (3DOF angular only head tracking) and the Oculus Quest (6DOF angular and linear head tracking). On each trial they generated horizontal linear head oscillations along the interaural axis at a rate of 0.5 Hz. This head movement should generate greater sensory conflict when viewing the virtual environment on the Oculus Go (compared to the Quest) due to the absence of linear tracking. We found that perceived scene instability always increased with the degree of linear visual-vestibular conflict. However, cybersickness was not experienced by 7/14 participants, but was experienced by the remaining participants in at least one of the stereoscopic viewing conditions (six of whom also reported cybersickness in monoscopic viewing conditions). No statistical difference in spatial presence was found across conditions, suggesting that participants could tolerate considerable scene instability while retaining the feeling of being there in the virtual environment. Levels of perceived scene instability, spatial presence and cybersickness were found to be similar between the Oculus Go and the Oculus Quest with linear tracking disabled. The limited effect of linear coupling on cybersickness, compared with its strong effect on perceived scene instability, suggests that perceived scene instability may not always be associated with cybersickness. However, perceived scene instability does appear to provide explanatory power over the cybersickness observed in stereoscopic viewing conditions.



1999 ◽  
Vol 8 (2) ◽  
pp. 237-240 ◽  
Author(s):  
Woodrow Barfield ◽  
Claudia Hendrix ◽  
Karl-Erik Bystrom

This study investigated performance in a desktop virtual environment as a function of stereopsis and head tracking. Ten subjects traced a computer-generated wire using a virtual stylus that was slaved to the position of a real-world stylus tracked with a 6-DOF position sensor. The objective of the task was to keep the virtual stylus centered on the wire. Measures collected as the subjects performed the task were performance time, and number of times the stylus overstepped the virtual wire. The time to complete the wire-tracing task was significantly reduced by the addition of stereopsis, but was not affected by the presence of head tracking. The number of times the virtual stylus overstepped the wire was significantly reduced when head-tracking cues were available, but was not affected by the presence of stereoscopic cues. Implications of the results for performance using desktop virtual environments are discussed.



2003 ◽  
Vol 12 (3) ◽  
pp. 296-310 ◽  
Author(s):  
Katerina Mania ◽  
Tom Troscianko ◽  
Rycharde Hawkes ◽  
Alan Chalmers

This paper describes a methodology based on human judgments of memory awareness states for assessing the simulation fidelity of a virtual environment (VE) in relation to its real scene counterpart. To demonstrate the distinction between task performance-based approaches and additional human evaluation of cognitive awareness states, a photorealistic VE was created. Resulting scenes displayed on a head-mounted display (HMD) with or without head tracking and desktop monitor were then compared to the real-world task situation they represented, investigating spatial memory after exposure. Participants described how they completed their spatial recollections by selecting one of four choices of awareness states after retrieval in an initial test and a retention test a week after exposure to the environment. These reflected the level of visual mental imagery involved during retrieval, the familiarity of the recollection and also included guesses, even if informed. Experimental results revealed variations in the distribution of participants' awareness states across conditions while, in certain cases, task performance failed to reveal any. Experimental conditions that incorporated head tracking were not associated with visually induced recollections. Generally, simulation of task performance does not necessarily lead to simulation of the awareness states involved when completing a memory task. The general premise of this research focuses on how tasks are achieved, rather than only on what is achieved. The extent to which judgments of human memory recall, memory awareness states, and presence in the physical and VE are similar provides a fidelity metric of the simulation in question.



Author(s):  
Max M. North ◽  
Sarah M. North

The study of sense of presence experienced in virtual reality environments has become an important area of research. The continued advancement of immersive technology offers more opportunities to examine how a subject becomes immersed in and interacts with a variety of virtual environments. The primary purpose of this research is to study the sense of presence while interacting with a traditional Virtual Reality Environment (Helmet-based system with a Head-tracking device) and compare it with a virtual reality environment using an Immersive Environment (Spherical-based Visualization environment). Two empirical experiments were investigated in this study, each consisting of thirty-five subjects. A virtual airplane scenario was created and simulated for the participants of both environments. Participants were given several questionnaires after completing the simulation. This study mainly focused on question 9 and 10 of that survey, which dealt with how much the participant felt present in the virtual environment, and if the presence of the real world could still be experienced while in the virtual environment. We found that the subjects felt more involved with the virtual environment while using the Immersive Environment simulation versus using the traditional helmet-based Virtual Reality Environment. There was a statistically significant difference in questions 9 and 10 between the Immersive Environment and traditional Virtual Reality Environment when those questions are considered in isolation. However there was not a significant difference in the total sense of presence between the two environments after analyzing the questions together. The primary differences between the questions were analyzed using the overall mean and the standard deviation. The Immersive Environment has a smaller deviation than the traditional Virtual Reality Environment, implying that the sense of presence response is more concentrated. However, the overall results demonstrate that both environments are almost equally effective, with the Immersive Environment having several slight advantages.



2018 ◽  
Vol 5 (2) ◽  
pp. 239
Author(s):  
Pius Dian Widi Anggoro

<p>Candi Prambanan sebagai warisan budaya yang diakui UNESCO, tetapi muncul masalah pelapukan batuan karena banyaknya pengunjung. Jumlah pengunjung perlu diatur, salah satunya dengan implementasikan dalam bentuk aplikasi Prambanan VR. Virtual Reality (VR) mengalami pertumbuhan karena dapat dijalankan pada perangkat mobile yang siap pakai, dengan harga terjangkau. Namun, interaksi masukan hanya terbatas pada penggunaan head tracking atau tombol input, dan sulit untuk melakukan tugas rumit seperti navigasi dengan berjalan terutama pada lingkungan VR yang luas, tetapi lingkungan nyata terbatas.  Penelitian ini membandingkan tiga metode interaksi saat bernavigasi di lingkungan VR yang luas, yaitu dengan dengan teknik non-alami (gamepad), teknik semi-alami berdasarkan posisi kepala (Head-Tilt), dan teknik alami dengan metode jalan di tempat (WIP). Penelitian ini juga menganalisis bentuk interaksi yang dapat meminimalkan sakit akibat penggunaan aplikasi VR (cybersickness). Pengujian teknik navigasi di lingkungan virtual dengan aksi berjalan seperti di dunia nyata dilakukan untuk menemukan bentuk interaksi yang lebih realistis yang dapat meningkatkan kinerja pengguna dan tetapi meminimalisir sakit yang timbul, saat menyelesaikan tugas bernavigasi. Survei efek sakit yang timbul dilakukan menggunakan kuesioner simulator (SSQ), dan hasil eksperimen menunjukkan bahwa pengalaman yang mendalam (immersive) akan dicapai saat interaksi yang dirasakan oleh pengguna menyerupai aksi berjalan secara alami dapat disediakan di lingkungan virtual, yaitu WIP.  Walaupun teknik ini muncul jeda saat bernavigasi, dan lambat serta kurang akurat dibandingkan kedua teknik lainnya, namun menghasilkan tingkat cybersickness minimal.</p><p> </p><p>Abstract</p><p>Prambanan temple is listed as UNESCO World Heritage Sites, but the problem of stones corrosion due to the large number of visitors. Need to split the visitors, one of them by implementing in Prambanan VR application. Virtual Reality (VR) is growing fast because can run on mobile devices which ready and affordable. However, mobile VR inputs are limited to the use of head tracking or input keys, and difficult to perform complex tasks such as navigating by walking on a large virtual environment, in limited real environment. This study compared three interaction techniques for navigating in large virtual environment, with non-natural techniques (gamepad), and semi-natural techniques based on head-tilt, and natural navigation using walk-in-place (WIP). This study also analyzes which interactions could minimize the cybersicknes. This navigation techniques are tested in virtual environments with approach real-world walking action, to found a more realistic interaction design that can increase the performance of user tasks and minimalize motion sickness, when navigating. The survey was conducted using a simulator sickness questionnaire (SSQ), and the experimental results show that an immersive experience is achieved when there is an interaction likes real walking action provided in a virtual environment. Although, the WIP shows delayed and slower also less accurate than the other techniques, navigation interaction with the WIP method results minimal cybersickness.</p>



2012 ◽  
Vol 21 (1) ◽  
pp. 11-16 ◽  
Author(s):  
Susan Fager ◽  
Tom Jakobs ◽  
David Beukelman ◽  
Tricia Ternus ◽  
Haylee Schley

Abstract This article summarizes the design and evaluation of a new augmentative and alternative communication (AAC) interface strategy for people with complex communication needs and severe physical limitations. This strategy combines typing, gesture recognition, and word prediction to input text into AAC software using touchscreen or head movement tracking access methods. Eight individuals with movement limitations due to spinal cord injury, amyotrophic lateral sclerosis, polio, and Guillain Barre syndrome participated in the evaluation of the prototype technology using a head-tracking device. Fourteen typical individuals participated in the evaluation of the prototype using a touchscreen.



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