Aperture Crossing in Virtual Reality: Physical Fatigue Delays Response Time

2021 ◽  
pp. 1-9
Author(s):  
Natalie A. Snyder ◽  
Michael E. Cinelli
Author(s):  
Moein Razavi ◽  
Takashi Yamauchi ◽  
Vahid Janfaza ◽  
Anton Leontyev ◽  
Shanle Longmire-Monford ◽  
...  

The human mind is multimodal. Yet most behavioral studies rely on century-old measures of behavior—task accuracy and latency (response time). Multimodal and multisensory analysis of human behavior creates a better understanding of how the mind works. The problem is that designing and implementing these experiments is technically complex and costly. This paper introduces versatile and economical means of developing multimodal-multisensory human experiments. We provide an experimental design framework that automatically integrates and synchronizes measures including electroencephalogram (EEG), galvanic skin response (GSR), eye-tracking, virtual reality (VR), body movement, mouse/cursor motion and response time. Unlike proprietary systems (e.g., iMotions), our system is free and open-source; it integrates PsychoPy, Unity and Lab Streaming Layer (LSL). The system embeds LSL inside PsychoPy/Unity for the synchronization of multiple sensory signals—gaze motion, electroencephalogram (EEG), galvanic skin response (GSR), mouse/cursor movement, and body motion—with low-cost consumer-grade devices in a simple behavioral task designed by PsychoPy and a virtual reality environment designed by Unity. This tutorial shows a step-by-step process by which a complex multimodal-multisensory experiment can be designed and implemented in a few hours. When conducting the experiment, all of the data synchronization and recoding of the data to disk will be done automatically.


2020 ◽  
Vol 16 ◽  

An electronically controlled M16 rifle simulator, integrated a control box and an infrared laser device had been successfully integrated to a shooting virtual reality as an all-in-one solution in this study. This system is shown to provide a flexible, cost-effective and safe environment. It is an effective educational tool used in defense industry to assist soldiers in shooting skill improvement, or provide players an immersive shooting experience in the virtual reality game industry. It is developed and tested for understanding its advantages and limitations. Interface image capturing and processing response time analysis has been performed. In the results of this study, the response time is one-tenth of a second. It is satisfactory in a real application.


Sensors ◽  
2020 ◽  
Vol 20 (8) ◽  
pp. 2208
Author(s):  
Gang Li ◽  
Shihong Zhou ◽  
Zhen Kong ◽  
Mengyuan Guo

Today, as media and technology multitasking becomes pervasive, the majority of young people face a challenge regarding their attentional engagement (that is, how well their attention can be maintained). While various approaches to improve attentional engagement exist, it is difficult to produce an effect in younger people, due to the inadequate attraction of these approaches themselves. Here, we show that a single 30-min engagement with an attention restoration theory (ART)-inspired closed-loop software program (Virtual ART) delivered on a consumer-friendly virtual reality head-mounted display (VR-HMD) could lead to improvements in both general attention level and the depth of engagement in young university students. These improvements were associated with positive changes in both behavioral (response time and response time variability) and key electroencephalography (EEG)-based neural metrics (frontal midline theta inter-trial coherence and parietal event-related potential P3b). All the results were based on the comparison of the standard Virtual ART tasks (control group, n = 15) and closed-loop Virtual ART tasks (treatment group, n = 15). This study provides the first case of EEG evidence of a VR-HMD-based closed-loop ART intervention generating enhanced attentional engagement.


Safety ◽  
2019 ◽  
Vol 5 (2) ◽  
pp. 18 ◽  
Author(s):  
Courtney Nickel ◽  
Carolyn Knight ◽  
Aaron Langille ◽  
Alison Godwin

Virtual reality allows researchers to explore training scenarios that are not feasible or are potentially risky to recreate in the real world. The aim of this research was to examine whether using a tutorial session prior to using the mining simulator could adequately reduce the performance variability and increase the consistency of participant performance metrics. Eighteen participants were randomly assigned to a tutorial or a non-tutorial group. The tutorial group completed a five-minute tutorial that introduced them to the basics of the machine and virtual reality environment. All participants then completed five sessions in the simulator lasting five minutes each. Personality scores were recorded and participants answered questions to test their situational awareness after each session. Performance metrics such as number of collisions and perception response time were recorded by the simulator. A Wilcoxon signed rank test was used to determine at what point a significant difference in performance metrics was apparent across the five sessions. A mixed effects multilevel regression was done to evaluate the change in variability across time. There were no significant correlations between the personality questionnaire scores and the number of collisions or the perception response time. Both groups demonstrated high standard deviation scores for collisions and perception response time, but the tutorial group had decreasing variability across time. Both groups began to exhibit more consistent scores in the simulator after 10 min of use. Situational awareness questions require some refinement prior to further testing.


2018 ◽  
Vol 49 (1) ◽  
pp. 678-680 ◽  
Author(s):  
Chang-Hung Li ◽  
SSu-Hui Lu ◽  
Szu-Yen Lin ◽  
Tsung-Ying Hsieh ◽  
Ko-Shun Wang ◽  
...  

2021 ◽  
Vol 2 ◽  
Author(s):  
Timothy McMahan ◽  
Tyler Duffield ◽  
Thomas D. Parsons

An adaptive virtual school environment can offer cognitive assessments (e.g., Virtual Classroom Stroop Task) with user-specific distraction levels that mimic the conditions found in a student’s actual classroom. Former iterations of the virtual reality classroom Stroop tasks did not adapt to user performance in the face of distractors. While advances in virtual reality-based assessments provide potential for increasing assessment of cognitive processes, less has been done to develop these simulations into personalized virtual environments for improved assessment. An adaptive virtual school environment offers the potential for dynamically adapting the difficulty level (e.g., level and amount of distractors) specific to the user’s performance. This study aimed to identify machine learning predictors that could be utilized for cognitive performance classifiers, from participants (N = 60) using three classification techniques: Support Vector Machines (SVM), Naive Bayes (NB), and k-Nearest Neighbors (kNN). Participants were categorized into either high performing or low performing categories based upon their average calculated throughput performance on tasks assessing their attentional processes during a distraction condition. The predictors for the classifiers used the average cognitive response time and average motor response dwell time (amount of time response button was pressed) for each section of the virtual reality-based Stroop task totaling 24 predictors. Using 10-fold cross validation during the training of the classifiers, revealed that the SVM (86.7%) classifier was the most robust classifier followed by Naïve Bayes (81.7%) and KNN (76.7%) for identifying cognitive performance. Results from the classifiers suggests that we can use average response time and dwell time as predictors to adapt the social cues and distractors in the environment to the appropriate difficulty level for the user.


Author(s):  
Andi Supriadi Chan ◽  
Sharfina Faza

Medan is the third-largest city in Indonesia, so Medan has various kinds of relics used as tourist attractions. The COVID-19 pandemic has caused a fall in the number of tourist visits and the lack of promotional facilities for potential tourists who will visit. The important circumstances of the conditions that encourage the development of City Tourism Empowerment in the Era of Society 5.0 based on Virtual Reality as one of the researchers' efforts in developing new tourism concepts during a pandemic by using the research method used are the combination method. The survey was conducted by distributing questionnaires to determine the public's perception of VR technology for tourism, especially designing Virtual Reality 3600, using the 6-stage MDCL design model in building VR applications. It was determining the correct hotspot, switching interfaces, and display flow that made it easy. The application results were then tested as VR-based tourism content in Medan city tourism to get a response time value of <1 second and a UAT value of 94% from 20 users from 18-50 years of age.


2021 ◽  
Author(s):  
sara naji ◽  
Fatemeh Shabkhiz ◽  
Mohammad Hossein Rezaei ◽  
Elahe Derakhshi ◽  
Mohammad Reza Kordi

Abstract Objective: Exercise with virtual reality (VR) is a novel approach to the promotion of health and the components of fitness. Our objective was to investigate the effects of exercise with VR on physical performance, mental fatigue, and physical fatigue in single-stage aerobic and anaerobic running.Materials and Methods: Twenty physically active, healthy, age-matched male university students executed the exercise test in aerobic and anaerobic groups in two separate sessions of VR (first-person perspective in a simulator) and non-VR (traditionally in the laboratory). The simulated environment was a graphic tunnel route. The aerobic and anaerobic groups engaged in the Bruce protocol and anaerobic speed test, respectively. Exercise test duration, blood serum lactate concentration, rating of fatigue (ROF), and heart rate were recorded at the end of both sessions.Results: Intragroup comparisons using the dependent t-test indicated that the exercise test duration significantly increased in the VR session of the anaerobic group compared to the traditional method considering the effect size (t7=0.804; P=0.804). However, the test duration remained unchanged in both sessions of the aerobic group (t9=1.373; P=0.203). Serum lactate concentration significantly decreased in the VR session compared to the non-VR session in the aerobic group (t9=4.734; P=0.001) and anaerobic group (t9=2.321; P=0.045). ROF and heart rate of the aerobic and anaerobic groups remained unchanged in both sessions.Conclusion: The findings indicated that as an alternative for improving physical performance in exercise, running with VR in an imaginative virtual environment decreased physical fatigue in a single stage of aerobic and anaerobic running.


2020 ◽  
Author(s):  
Seo Jung Yun ◽  
Min-Gu Kang ◽  
Dongseok Yang ◽  
Younggeun Choi ◽  
Heejae Kim ◽  
...  

BACKGROUND Cognitive training using virtual reality (VR) may result in motivational and playful training for patients with mild cognitive impairment and mild dementia. Fully immersive VR sets patients free from external interference and thus encourages patients with cognitive impairment to maintain selective attention. The enriched environment, which refers to a rich and stimulating environment, has a positive effect on cognitive function and mood. OBJECTIVE The aim of this study was to investigate the feasibility and usability of cognitive training using fully immersive VR programs in enriched environments with physiatrists, occupational therapists (OTs), and patients with mild cognitive impairment and mild dementia. METHODS The VR interface system consisted of a commercialized head-mounted display and a custom-made hand motion tracking module. We developed the virtual harvest and cook programs in enriched environments representing rural scenery. Physiatrists, OTs, and patients with mild cognitive impairment and mild dementia received 30 minutes of VR training to evaluate the feasibility and usability of the test for cognitive training. At the end of the test, the usability and feasibility were assessed by a self-report questionnaire based on a 7-point Likert-type scale. Response time and finger tapping were measured in patients before and after the test. RESULTS Participants included 10 physiatrists, 6 OTs, and 11 patients with mild cognitive impairment and mild dementia. The mean scores for overall satisfaction with the program were 5.75 (SD 1.00) for rehabilitation specialists and 5.64 (SD 1.43) for patients. The response time of the dominant hand in patients decreased after the single session of cognitive training using VR, but this was not statistically significant (<i>P</i>=.25). There was no significant change in finger tapping in either the right or left hand (<i>P</i>=.48 and <i>P</i>=.42, respectively). None of the participants reported headaches, dizziness, or any other motion sickness after the test. CONCLUSIONS A fully immersive VR cognitive training program may be feasible and usable in patients with mild cognitive impairment and mild dementia based on the positive satisfaction and willingness to use the program reported by physiatrists, OTs, and patients. Although not statistically significant, decreased response time without a change in finger tapping rate may reflect a temporary increase in attention after the test. Additional clinical trials are needed to investigate the effect on cognitive function, mood, and physical outcomes.


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