scholarly journals Impairment of Shooting Performance by Background Complexity and Motion

Author(s):  
Loïc Caroux ◽  
Ludovic Le Bigot ◽  
Nicolas Vibert

In many visual displays such as virtual environments, human tasks involve objects superimposed on both complex and moving backgrounds. However, most studies investigated the influence of background complexity or background motion in isolation. Two experiments were designed to investigate the joint influences of background complexity and lateral motion on a simple shooting task typical of video games. Participants had to perform the task on the moving and static versions of backgrounds of three levels of complexity, while their eye movements were recorded. The backgrounds displayed either an abstract (Experiment 1) or a naturalistic (Experiment 2) virtual environment. The results showed that performance was impaired by background motion in both experiments. The effects of motion and complexity were additive for the abstract background and multiplicative for the naturalistic background. Eye movement recordings showed that performance impairments reflected at least in part the impact of the background visual features on gaze control.

2014 ◽  
Vol 23 (1) ◽  
pp. 33-50 ◽  
Author(s):  
Gabor Aranyi ◽  
Sid Kouider ◽  
Alan Lindsay ◽  
Hielke Prins ◽  
Imtiaj Ahmed ◽  
...  

The performance of current graphics engines makes it possible to incorporate subliminal cues within virtual environments (VEs), providing an additional way of communication, fully integrated with the exploration of a virtual scene. In order to advance the application of subliminal information in this area, it is necessary to explore in the psychological literature how techniques previously reported as rendering information subliminal can be successfully implemented in VEs. Previous literature has also described the effects of subliminal cues as quantitatively modest, which raises the issue of their inclusion in practical tasks. We used a 3D rendering engine (Unity3D) to implement a masking paradigm within the context of a realistic scene and a familiar (kitchen) environment. We report significant effects of subliminal cueing on the selection of objects in a virtual scene, demonstrating the feasibility of subliminal cueing in VEs. Furthermore, we show that multiple iterations of masked objects within a trial, as well as the speeding of selection choices, can substantially reinforce the impact of subliminal cues. This is consistent with previous findings suggesting that the effect of subliminal stimuli fades rapidly. We conclude by proposing, as part of further work, possible mechanisms for the inclusion of subliminal cueing in intelligent interfaces to maximize their effects.


1996 ◽  
Vol 5 (1) ◽  
pp. 136-145 ◽  
Author(s):  
Mark R. Mine ◽  
Hans Weber

Oth law of model dynamics: In a finite (and usually very short) amount of time, users of a graphics system will generate a model that shall bring said system to its knees. The purpose of this paper is to discuss our experiences with the impact of megamodels on interactive virtual environments. We consider a megamodel to be any model that causes the Oth law of model dynamics to come into effect. We will demonstrate how working with megamodels quickly reveals the limitations of the graphics hardware and software being used to support the virtual environment. We will give examples, based upon our experiences on the Architectural Walkthrough Project here at the University of North Carolina at Chapel Hill (UNC), of the kinds of extra effort required to overcome these limitations.


2012 ◽  
Vol 5 (4) ◽  
Author(s):  
Antoine Coutrot ◽  
Nathalie Guyader ◽  
Gelu Ionescu ◽  
Alice Caplier

Models of visual attention rely on visual features such as orientation, intensity or motion to predict which regions of complex scenes attract the gaze of observers. So far, sound has never been considered as a possible feature that might influence eye movements. Here, we evaluate the impact of non-spatial sound on the eye movements of observers watching videos. We recorded eye movements of 40 participants watching assorted videos with and without their related soundtracks. We found that sound impacts on eye position, fixation duration and saccade amplitude. The effect of sound is not constant across time but becomes significant around one second after the beginning of video shots.


2009 ◽  
pp. 1147-1156
Author(s):  
Lynne D. Roberts ◽  
Leigh M. Smith ◽  
Clare M. Pollock

Once connected to the Internet, there is a myriad of virtual communities that an individual can connect to, interact within and become a member of. However, little is known about the processes individuals employ in identifying, selecting, and interacting within these virtual communities. How does an individual decide which type of virtual environment they will use? What are the stages that individuals go through in their use of virtual communities? Do the stages of use vary across types of virtual communities? In this article, we examine these questions, focusing on stages of use of individual virtual communities within the larger context of patterns of Internet use over time. First, we examine predictors of the type of virtual environments that an individual might use, highlighting the impact of demographic factors, personality, history, and location of Internet use. Then we draw on our own research to examine stages of use of two types of synchronous text-based virtual environments. Finally, we develop a generic model of stages of use of virtual environments.


2021 ◽  
pp. 1-33
Author(s):  
Sixin Liao ◽  
Lili Yu ◽  
Jan-Louis Kruger ◽  
Erik D. Reichle

Abstract This study investigated how semantically relevant auditory information might affect the reading of subtitles, and if such effects might be modulated by the concurrent video content. Thirty-four native Chinese speakers with English as their second language watched video with English subtitles in six conditions defined by manipulating the nature of the audio (Chinese/L1 audio vs. English/L2 audio vs. no audio) and the presence versus absence of video content. Global eye-movement analyses showed that participants tended to rely less on subtitles with Chinese or English audio than without audio, and the effects of audio were more pronounced in the presence of video presentation. Lexical processing of subtitles was not modulated by the audio. However, Chinese audio, which presumably obviated the need to read the subtitles, resulted in more superficial post-lexical processing of the subtitles relative to either the English or no audio. On the contrary, English audio accentuated post-lexical processing of the subtitles compared with Chinese audio or no audio, indicating that participants might use English audio to support subtitle reading (or vice versa) and thus engaged in deeper processing of the subtitles. These findings suggest that, in multimodal reading situations, eye movements are not only controlled by processing difficulties associated with properties of words (e.g., their frequency and length) but also guided by metacognitive strategies involved in monitoring comprehension and its online modulation by different information sources.


2019 ◽  
Vol 11 (8) ◽  
pp. 179 ◽  
Author(s):  
Veronika Kirova ◽  
Kirill Karpov ◽  
Eduard Siemens ◽  
Irina Zander ◽  
Oksana Vasylenko ◽  
...  

The presented work is a result of extended research and analysis on timing methods precision, their efficiency in different virtual environments and the impact of timing precision on the performance of high-speed networks applications. We investigated how timer hardware is shared among heavily CPU- and I/O-bound tasks on a virtualized OS as well as on bare OS. By replacing the invoked timing methods within a well-known application for estimation of available path bandwidth, we provide the analysis of their impact on estimation accuracy. We show that timer overhead and precision are crucial for high-performance network applications, and low-precision timing methods usage, e.g., the delays and overheads issued by virtualization result in the degradation of the virtual environment. Furthermore, in this paper, we provide confirmation that, by using the methods we intentionally developed for both precise timing operations and AvB estimation, it is possible to overcome the inefficiency of standard time-related operations and overhead that comes with the virtualization. The impacts of negative virtualization factors were investigated in five different environments to define the most optimal virtual environment for high-speed network applications.


Author(s):  
Christopher J. Rich ◽  
Curt C. Braun

Virtual reality (VR) users are frequently limited by motion sickness-like symptoms. One factor that might influence sickness in VR is the level of control one has in a virtual environment. Reason's Sensory Conflict Theory suggested that motion sickness occurs when incompatibilities exist between four sensory inputs. It is possible that control and sensory compatibility are positively related. If this is the case, increasing control in a virtual environment should result in decreasing symptomology. To test this, the present study used the Simulator Sickness Questionnaire to measure symptomology of 163 participants after exposure to a virtual environment. Three levels of control and compatibility were assessed. It was hypothesized that the participants with control and compatible sensory information would experience fewer symptoms than participants in either the control/incompatible or no control/incompatible conditions. Although significant main effects were found for both gender and condition, the findings were opposite of those hypothesized. Possible explanations for this finding are discussed.


2022 ◽  
Author(s):  
Lisa M Kroell ◽  
Martin Rolfs

Despite the fovea's singular importance for active human vision, the impact of large eye movements on foveal processing remains elusive. Building on findings from passive fixation tasks, we hypothesized that during the preparation of rapid eye movements (saccades), foveal processing anticipates soon-to-be fixated visual features. Using a dynamic large-field noise paradigm, we indeed demonstrate that sensitivity for defining features of a saccade target is enhanced in the pre-saccadic center of gaze. Enhancement manifested in higher Hit Rates for foveal probes with target-congruent orientation, and a sensitization to incidental, target-like orientation information in foveally presented noise. Enhancement was spatially confined to the center of gaze and its immediate vicinity. We suggest a crucial contribution of foveal processing to trans-saccadic visual continuity which has previously been overlooked: Foveal processing of saccade targets commences before the movement is executed and thereby enables a seamless transition once the center of gaze reaches the target.


Author(s):  
Dennis C. Neale

This study investigated influences on human spatial orientation and representation resulting from manipulations in the geometric field of view (GFOV) of a perspective display. Also examined was the impact of incorporating symbolic virtual environment enhancements in the interface based on visual momentum (VM) techniques. Sixty participants, pretested for spatial ability, were required to navigate through a virtual office building while performing a variety of spatial orientation tasks. A 3 × 2 × 2 mixed-subjects design compared three levels of GFOV, two levels of VM, and two levels of Difficulty. The findings indicate that decreases in GFOV produce spatial orientation and representation errors, and as task difficulty increases, errors are more pronounced. Furthermore, VM was shown to alleviate errors in spatial orientation and representation, especially when task difficulty was increased. Design recommendations are discussed based on the implications of the results.


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