Effects of field of view on presence, enjoyment, memory, and simulator sickness in a virtual environment

Author(s):  
J.J.-W. Lin ◽  
H.B.L. Duh ◽  
D.E. Parker ◽  
H. Abi-Rached ◽  
T.A. Furness
2008 ◽  
Vol 17 (1) ◽  
pp. 1-16 ◽  
Author(s):  
Young Youn Kim ◽  
Eun Nam Kim ◽  
Min Jae Park ◽  
Kwang Suk Park ◽  
Hee Dong Ko ◽  
...  

We examined the efficacy of a new method to reduce cybersickness. A real-time cybersickness detection system was constructed with an artificial neural network whose inputs were the electrophysiological signals of subjects in a virtual environment. The system was equipped with a means of feedback; it temporarily provided a narrow field of view and a message about navigation speed deceleration, both of which acted as feedback outputs whenever electrophysiological inputs signaled the occurrence of cybersickness. This system is named cybersickness relief virtual environment (CRVE). Forty-seven subjects experienced the VR for 9.5 min twice in CRVE and non-CRVE conditions. The results indicated that the frequency of cybersickness and simulator sickness questionnaire scores were lower in the CRVE condition than in the non-CRVE condition. Subjects also showed a higher net increase in tachyarrhythmia from the baseline period to the virtual navigation period in the CRVE condition compared to the non-CRVE condition. These results suggest that a CRVE condition may be a countermeasure against cybersickness.


Author(s):  
Li Li

Focusing on the topic of improving the table tennis teaching quality with the visual field training, the test is to grab images repeatedly by using a camera in a speed of 119s, and the final result shows that it gets the correct hitting points on racket coordinating with correct racket angles, which verifies the effectiveness of the visual field training. Finally, it's concluded that the visual field training can improve the athletes' abilities of focus and judgment, and enhance their exercise stability.


2019 ◽  
Vol 10 ◽  
Author(s):  
Martina Caramenti ◽  
Paolo Pretto ◽  
Claudio L. Lafortuna ◽  
Jean-Pierre Bresciani ◽  
Amandine Dubois

Author(s):  
John H. Bailey ◽  
Bob G. Witmer

Two experiments were conducted to investigate route and configurational knowledge acquisition in a virtual environment (VE). The results indicate that route knowledge can be acquired in a VE and that it transfers to the real world. Furthermore, although it was not explicitly trained, participants acquired some configurational knowledge. Higher levels of interactive exposure to the VE resulted in better route knowledge than less interactive exposure. There was some evidence that more reported presence was correlated with better performance on spatial knowledge tests, while more reported simulator sickness was correlated with worse performance. Finally, performance during VE rehearsals was a strong, consistent correlate of performance on spatial knowledge tests.


Author(s):  
Robert G. Eggleston ◽  
William P. Janson ◽  
Kenneth A. Aldrich

It is important for designers of virtual reality (VR) systems to understand how properties of the system interact with human processes to impact overall system performance. The following experiments investigated the field-of-view (FOV) characteristics of a VR system and how they affected aimed movement behavior across a natural and virtual environment. Utilizing three levels of FOV, and two levels of task difficulty, subjects performed a reciprocal tapping task. FOV was found to differentially affect movement time performance between the two environments for the moderate level of task difficulty, but not for the more highly difficult level. This significant effect for longer movement times in the virtual environment was traced to the smallest FOV, involving those targets appearing outside the instantaneous FOV. Movement times in the virtual environment were also uncharacteristically nonlinear across target configurations within the same level of difficulty. These findings, as well as other movement time differences between environments, are discussed in terms of image resolution, stereopsis and helmet weight considerations.


2010 ◽  
Vol 81 (10) ◽  
pp. 929-934 ◽  
Author(s):  
Alexander D. Walker ◽  
Eric R. Muth ◽  
Fred S. Switzer ◽  
Adam Hoover

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.


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