A Study on the Factors Affecting Audio-Video Subjective Experience in Virtual Reality Environments

Author(s):  
Junzhe Zhao ◽  
Bo Zhang ◽  
Zhaoyu Yan ◽  
Jing Wang ◽  
Zesong Fei
Author(s):  
Anton Rozhkov ◽  
Anton Popov ◽  
Vitaliy Balahonskiy

The article is devoted to the study of subjective factors affecting shooting accuracy of law enforcement officers. The empirical study identified some subjective factors reducing gun shooting accuracy and effectiveness among law enforcers. These characteristics include sensorimotor coordination and subjective experience of stress during the shooting process. Scientific analysis made it possible to determine statistical significance of the influence of these factors on the accuracy of shooting. To increase the effectiveness of shooting among officers with a low index of sensorimotor coordination, the authors suggest using exercises aimed at cultivating sensorimotor coordination in fire training classes. While working with employees being under a high level of subjectively experienced stress, more attention should be paid to training techniques to overcome stress and form intelligent behavior in extreme situations. The authors also draw readers’ attention to factors increasing the effectiveness of shooting: officers’ ability to determine the subjective level of stress, their knowledge of emotional self-regulation techniques, knowledge of the sequence of their actions in the firing line.


2019 ◽  
Vol 129 (1) ◽  
pp. 9-12
Author(s):  
Lilia Suchocka ◽  
Kazimierz Popielski ◽  
Małgorzata Pasek

Abstract Introduction. The most frequent type of acute pain is the postoperative pain. The postoperative situation consists of three stages: the preoperative stage, the surgical phase, and the postoperative stage. Each of the stages is equally important, and it is crucial that medical staff should minimize the stress and discomfort related to hospitalization. Specialists suggest that the preparation to surgery should correspond to the patient’s style of responding to stress. The level of individually experienced pain depends not only on the type of surgery, but also on psychological factors and the patient’s personality traits. Aim. The aim of the study was to analyze the factors that affect the experience of acute pain in postoperative patients. Material and methods. The study was conducted in Lublin, Poland, and comprised 100 patients of the local surgical wards. After incomplete tests were excluded, the group of 68 patients (37 women and 31 men, aged 20-73) was selected. The following test methods were used: The McGill Pain Questionnaire (MPQ) by R. Melzack, Test Noo-dynamiki [The Test of Noo-Dynamics] (T.N-D) by K. Popielski, Kwestionariusz Poczucia Odpowiedzialności [The Sense of Responsibility Questionnaire] (KPO) by L. Suchocka, The IPAT Anxiety Scale Questionnaire (Self Analysis Form) by R.B. Cattell. Results. The study results show that the evaluation of pain is affected, at the statistically significant level, by the patients’ subjective experience of feeling ill, their surgery-related discomfort, and the intensity of pain. The patients who are not oriented towards future goals and tasks, closing upon themselves, evaluate the postoperative situation as difficult and distressing. The orientation towards new goals motivates the patients to fast recovery. Conclusion. The test results confirmed the research hypotheses. The study findings may be useful for medical professionals interested in the functioning of an individual in the situation of disease.


Electronics ◽  
2020 ◽  
Vol 9 (9) ◽  
pp. 1530
Author(s):  
Muhammad Shahid Anwar ◽  
Jing Wang ◽  
Sadique Ahmad ◽  
Asad Ullah ◽  
Wahab Khan ◽  
...  

360-degree Virtual Reality (VR) videos have already taken up viewers’ attention by storm. Despite the immense attractiveness and hype, VR conveys a loathsome side effect called “cybersickness” that often creates significant discomfort to the viewers. It is of great importance to evaluate the factors that induce cybersickness symptoms and its deterioration on the end user’s Quality-of-Experience (QoE) when visualizing 360-degree videos in VR. This manuscript’s intent is to subjectively investigate factors of high priority that affect a user’s QoE in terms of perceptual quality, presence, and cybersickness. The content type (fast, medium, and slow), the effect of camera motion (fixed, horizontal, and vertical), and the number of moving targets (none, single, and multiple) in a video can be the factors that may affect the QoE. The significant effect of such factors on end-user QoE under various stalling events (none, single, and multiple) is evaluated in a subjective experiment. The results from subjective experiments show a notable impact of these factors on end-user QoE. Finally, to label the viewing safety concern in VR, we propose a neural network-based QoE prediction method that can predict the degree of cybersickness influenced by 360-degree videos under various stalling events in VR. The performance accuracy of the proposed method is then compared against well-known Machine Learning (ML) algorithms and existing QoE prediction models. The proposed method achieved a 90% prediction accuracy rate and performed well against existing models and other ML methods.


2018 ◽  
Vol SV2018 (2) ◽  
pp. 205-212
Author(s):  
Sang-Min Park ◽  
Min-Ji Choe ◽  
Ghee-Young Noh

2016 ◽  
Vol 96 (10) ◽  
pp. 1554-1564 ◽  
Author(s):  
Minyoung Lee ◽  
Sung-Bom Pyun ◽  
Jinjoo Chung ◽  
Jungjin Kim ◽  
Seon-Deok Eun ◽  
...  

AbstractBackgroundVirtual reality (VR)–based rehabilitation is gaining attention as a way to promote early mobilization in patients with acute stroke. However, given the motor weakness and cognitive impairment associated with acute stroke, implementation strategies for overcoming patient-perceived difficulty need to be developed to enhance their motivation for training.ObjectiveThe purpose of this study was to explore patient-perceived difficulty and enjoyment during VR-based rehabilitation and the factors affecting those experiences.DesignAn exploratory mixed-method design was used in this study.MethodsEight individuals with acute stroke participated in 2 training modes of VR-based rehabilitation (ie, workout and game modes) 20 to 30 minutes per day for 5 to 8 sessions. A visual analog scale was used to assess patient-perceived difficulty and enjoyment at every session. Then semistructured interviews were conducted to explore the factors affecting those experiences.ResultsLevels of difficulty and enjoyment varied depending on the training mode and participants' phases of recovery. Five major factors were identified as affecting those varied experiences: (1) ease of following the directions, (2) experience of pain, (3) scores achieved, (4) novelty and immediate feedback, and (5) self-perceived effectiveness.ConclusionsLevels of difficulty and enjoyment during VR-based rehabilitation differed depending on the phases of recovery and training mode. Therefore, graded implementation strategies for VR-based rehabilitation are necessary for overcoming patient-perceived difficulty and enhancing enjoyment. Ease of following the directions might be best considered in the very early stage, whereas multisensory feedback may be more necessary in the later stage. Health professionals also should find a way for patients to avoid pain during training. Feedback, such as knowledge of results and performance, should be used appropriately.


2021 ◽  
Author(s):  
Silvia Arias ◽  
Axel Mossberg ◽  
Daniel Nilsson ◽  
Jonathan Wahlqvist

AbstractComparing results obtained in Virtual Reality to those obtained in physical experiments is key for validation of Virtual Reality as a research method in the field of Human Behavior in Fire. A series of experiments based on similar evacuation scenarios in a high-rise building with evacuation elevators was conducted. The experiments consisted of a physical experiment in a building, and two Virtual Reality experiments in a virtual representation of the same building: one using a Cave Automatic Virtual Environment (CAVE), and one using a head-mounted display (HMD). The data obtained in the HMD experiment is compared to data obtained in the CAVE and physical experiment. The three datasets were compared in terms of pre-evacuation time, noticing escape routes, walking paths, exit choice, waiting times for the elevators and eye-tracking data related to emergency signage. The HMD experiment was able to reproduce the data obtained in the physical experiment in terms of pre-evacuation time and exit choice, but there were large differences with the results from the CAVE experiment. Possible factors affecting the data produced using Virtual Reality are identified, such as spatial orientation and movement in the virtual environment.


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