Do virtual reality head-mounted displays make a difference? A comparison of presence and self-efficacy between head-mounted displays and desktop computer-facilitated virtual environments

2018 ◽  
Vol 23 (4) ◽  
pp. 437-446 ◽  
Author(s):  
Yu Shu ◽  
Yen-Zhang Huang ◽  
Shu-Hsuan Chang ◽  
Mu-Yen Chen
Author(s):  
Steven C. Mallam ◽  
Jørgen Ernstsen ◽  
Salman Nazir

Virtual Reality Head Mounted Displays (VR HMDs) offer highly immersive experiences that may alter users’ awareness and perception of the “real-world”. This paper investigates users’ perception of short duration (<5 minutes) time periods during simulated scenarios between two different simulation mediums. Fifty participants (Age: M=29.2 years; SD=10.7 years; 15 Females; 35 Males) were randomly assigned to one of two groups: (i) VR HMD or (ii) desktop computer configuration, where they performed identical searching tasks within a virtual environment three consecutive times. After each virtual session participants were asked to verbally report their perception of time duration. Results reveal that participants across both groups overestimated time duration in virtual environments by an average of 20.3%. As participants gained experience performing the task repeatedly across three consecutive attempts, their task completion time reduced (i.e. learning effect). However, participants’ accuracy of time perception continued to be consistently overestimated across both conditions.


2014 ◽  
Vol 4 (2) ◽  
pp. 1
Author(s):  
Vitor Reus ◽  
Márcio Mello ◽  
Luciana Nedel ◽  
Anderson Maciel

Head-mounted displays (HMD) allow a personal and immersive viewing of virtual environments, and can be used with almost any desktop computer. Most HMDs have inertial sensors embedded for tracking the user head rotations. These low-cost sensors have high quality and availability. However, even if they are very sensitive and precise, inertial sensors work with incremental information, easily introducing errors in the system. The most relevant is that head tracking suffers from drifting. In this paper we present important limitations that still prevent the wide use of inertial sensors for tracking. For instance, to compensate for the drifting, users of HMD-based immersive VEs move away from their suitable pose. We also propose a software solution for two problems: prevent the occurrence of drifting in incremental sensors, and avoid the user from move its body in relation to another tracking system that uses absolute sensors (e.g. MS Kinect). We analyze and evaluate our solutions experimentally, including user tests. Results show that our comfortable pose function is effective on eliminating drifting, and that it can be inverted and applied also to prevent the user from moving their body away of the absolute sensor range. The efficiency and accuracy of this method makes it suitable for a number of applications in immersive VR.


Computers ◽  
2019 ◽  
Vol 8 (2) ◽  
pp. 39 ◽  
Author(s):  
Asko Ellman ◽  
Tarja Tiainen

This paper describes the development of using virtual reality for work content in one application area over a decade. Virtual reality technology has developed rapidly; from walk-in CAVE-like virtual environments to head-mounted displays within a decade. In this paper, the development is studied through the lens of diffusion of innovation theory, which focuses not only on innovation itself, but also on the social system. The development of virtual technology is studied by one case, which is cabin design in the mobile work machine industry. This design process has been especially suitable for using virtual reality technology.


2019 ◽  
Author(s):  
Thiago Porcino ◽  
Daniela Trevisan ◽  
Esteban Clua

Virtual Reality is an upcoming trend in games and entertainment applications as the use of head-mounted displays becomes accessible for the mass market. These systems aim to provide immersive experiences, but they still do not offer a completely seamless experience, mostly due to sickness symptoms that can be experienced by the players. Cybersickness is one of the most critical problems that make the game industry fearful of higher investments. In this demo we developed a plugin for a commercial game engine to collect relevant data in a virtual reality game to use as a database to future research approaches to enhance user experience in head-mounted displays.


2019 ◽  
Author(s):  
Thiago Porcino ◽  
Daniela Trevisan ◽  
Esteban Clua

Virtual Reality (VR) is an upcoming trend in games and entertainment applications as the use of head-mounted displays becomes accessible for the mass market. These systems aim to provide immersive experiences, but they still do not provide a completely seamless experience, mostly due to sickness symptoms that can be experienced by the players. Cybersickness (CS) is one of the most critical problems that make the game industry fearful for higher investments. In this work, we made a critical study on the theories and causes of CS in virtual environments. We unified in a paper most of the leading hardware and software proposals to identify, quantify and minimize the main sickness problems. We also provide clarification about the most relevant measurement tools used to quantify the level of sickness for one or more players through specific questionnaires. We also developed a demo plugin for a commercial game engine to collect relevant data in a VR game to use as a database to future research approaches to enhance user experience in head-mounted displays.


2018 ◽  
Vol 23 (1) ◽  
pp. 1-15 ◽  
Author(s):  
Eric Krokos ◽  
Catherine Plaisant ◽  
Amitabh Varshney

Abstract Virtual reality displays, such as head-mounted displays (HMD), afford us a superior spatial awareness by leveraging our vestibular and proprioceptive senses, as compared to traditional desktop displays. Since classical times, people have used memory palaces as a spatial mnemonic to help remember information by organizing it spatially and associating it with salient features in that environment. In this paper, we explore whether using virtual memory palaces in a head-mounted display with head-tracking (HMD condition) would allow a user to better recall information than when using a traditional desktop display with a mouse-based interaction (desktop condition). We found that virtual memory palaces in HMD condition provide a superior memory recall ability compared to the desktop condition. We believe this is a first step in using virtual environments for creating more memorable experiences that enhance productivity through better recall of large amounts of information organized using the idea of virtual memory palaces.


2019 ◽  
Vol 11 (14) ◽  
pp. 3894
Author(s):  
Fabrice Monna ◽  
Nicolas Navarro ◽  
Jérôme Magail ◽  
Rodrigue Guillon ◽  
Tanguy Rolland ◽  
...  

Photospheres, or 360° photos, offer valuable opportunities for perceiving space, especially when viewed through head-mounted displays designed for virtual reality. Here, we propose to take advantage of this potential for archaeology and cultural heritage, and to extend it by augmenting the images with existing documentation, such as 2D maps or 3D models, resulting from research studies. Photospheres are generally produced in the form of distorted equirectangular projections, neither georeferenced nor oriented, so that any registration of external documentation is far from straightforward. The present paper seeks to fill this gap by providing simple practical solutions, based on rigid and non-rigid transformations. Immersive virtual environments augmented by research materials can be very useful to contextualize archaeological discoveries, and to test research hypotheses, especially when the team is back at the laboratory. Colleagues and the general public can also be transported to the site, almost physically, generating an authentic sense of presence, which greatly facilitates the contextualization of the archaeological information gathered. This is especially true with head-mounted displays, but the resulting images can also be inspected using applications designed for the web, or viewers for smartphones, tablets and computers.


2020 ◽  
Vol 11 (1) ◽  
pp. 99-106
Author(s):  
Marián Hudák ◽  
Štefan Korečko ◽  
Branislav Sobota

AbstractRecent advances in the field of web technologies, including the increasing support of virtual reality hardware, have allowed for shared virtual environments, reachable by just entering a URL in a browser. One contemporary solution that provides such a shared virtual reality is LIRKIS Global Collaborative Virtual Environments (LIRKIS G-CVE). It is a web-based software system, built on top of the A-Frame and Networked-Aframe frameworks. This paper describes LIRKIS G-CVE and introduces its two original components. The first one is the Smart-Client Interface, which turns smart devices, such as smartphones and tablets, into input devices. The advantage of this component over the standard way of user input is demonstrated by a series of experiments. The second component is the Enhanced Client Access layer, which provides access to positions and orientations of clients that share a virtual environment. The layer also stores a history of connected clients and provides limited control over the clients. The paper also outlines an ongoing experiment aimed at an evaluation of LIRKIS G-CVE in the area of virtual prototype testing.


2021 ◽  
Author(s):  
Polona Caserman ◽  
Augusto Garcia-Agundez ◽  
Alvar Gámez Zerban ◽  
Stefan Göbel

AbstractCybersickness (CS) is a term used to refer to symptoms, such as nausea, headache, and dizziness that users experience during or after virtual reality immersion. Initially discovered in flight simulators, commercial virtual reality (VR) head-mounted displays (HMD) of the current generation also seem to cause CS, albeit in a different manner and severity. The goal of this work is to summarize recent literature on CS with modern HMDs, to determine the specificities and profile of immersive VR-caused CS, and to provide an outlook for future research areas. A systematic review was performed on the databases IEEE Xplore, PubMed, ACM, and Scopus from 2013 to 2019 and 49 publications were selected. A summarized text states how different VR HMDs impact CS, how the nature of movement in VR HMDs contributes to CS, and how we can use biosensors to detect CS. The results of the meta-analysis show that although current-generation VR HMDs cause significantly less CS ($$p<0.001$$ p < 0.001 ), some symptoms remain as intense. Further results show that the nature of movement and, in particular, sensory mismatch as well as perceived motion have been the leading cause of CS. We suggest an outlook on future research, including the use of galvanic skin response to evaluate CS in combination with the golden standard (Simulator Sickness Questionnaire, SSQ) as well as an update on the subjective evaluation scores of the SSQ.


Author(s):  
Sarah Beadle ◽  
Randall Spain ◽  
Benjamin Goldberg ◽  
Mahdi Ebnali ◽  
Shannon Bailey ◽  
...  

Virtual environments and immersive technologies are growing in popularity for human factors purposes. Whether it is training in a low-risk environment or using simulated environments for testing future automated vehicles, virtual environments show promise for the future of our field. The purpose of this session is to have current human factors practitioners and researchers demonstrate their immersive technologies. This is the eighth iteration of the “Me and My VE” interactive session. Presenters in this session will provide a brief introduction of their virtual reality, augmented reality, or virtual environment work before engaging with attendees in an interactive demonstration period. During this period, the presenters will each have a multimedia display of their immersive technology as well as discuss their work and development efforts. The selected demonstrations cover issues of designing immersive interfaces, military and medical training, and using simulation to better understand complex tasks. This includes a mix of government, industry, and academic-based work. Attendees will be virtually immersed in the technologies and research presented allowing for interaction with the work being done in this field.


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