Temporal Availability of Ebbinghaus Illusions on Perceiving and Interacting with 3D Objects in a Contextual Virtual Environment

Author(s):  
Russell Todd ◽  
Qin Zhu ◽  
Amy Banic
2010 ◽  
Vol 19 (1) ◽  
pp. 12-24 ◽  
Author(s):  
Michael Donnerer ◽  
Anthony Steed

Brain–computer interfaces (BCIs) provide a novel form of human–computer interaction. The purpose of these systems is to aid disabled people by affording them the possibility of communication and environment control. In this study, we present experiments using a P300 based BCI in a fully immersive virtual environment (IVE). P300 BCIs depend on presenting several stimuli to the user. We propose two ways of embedding the stimuli in the virtual environment: one that uses 3D objects as targets, and a second that uses a virtual overlay. Both ways have been shown to work effectively with no significant difference in selection accuracy. The results suggest that P300 BCIs can be used successfully in a 3D environment, and this suggests some novel ways of using BCIs in real world environments.


2021 ◽  
Vol 15 (2) ◽  
pp. 49-55
Author(s):  
Dino Caesaron ◽  
Rio Prasetyo Lukodono ◽  
Yunita Nugrahaini Safrudin

The interaction of user performance with three-dimensional (3D) objects has become an important issue in the recent development of virtual reality applications. Additionally, the basic conviction of current Virtual Reality (VR) supports the development of the viable interface between humans and machines. The research focuses on the user’s interaction technique by considering two approaches (direct and indirect interaction techniques) for the users while interacting with threedimensional objects. Numerous possible uses can benefit from virtual reality by considering a few fundamental visual and cognitive activities in the Virtual Environment (VE), such as the interpretation of space that users of clear and indirect perception are not well established. The experiment is performed in a stereoscopic environment using a reciprocal tapping task. Participants are expected to use direct pointing as well as indirect cursor techniques to select a stereoscopic spherical target. The results show that, in the sense of a direct interaction technique, user recognition of an object appears to converge in the center of a simulated area. Unfortunately, this convergence is not demonstrated in the indirect cursor situation. The pointing estimation from the users is more accurate when using the indirect interaction approach. The findings provide an understanding of the interaction characteristics done by the users in the stereoscopic environment. Importantly, developers of a virtual environment may use the result when developing effective user interface perception in specific interaction techniques.


2020 ◽  
Vol 1 ◽  
Author(s):  
Aarohi Pathak ◽  
Jack S. K. Chang ◽  
Gabby Resch ◽  
Alison Doucette ◽  
Georgina Yeboah ◽  
...  

Spatial skills allow us to mentally imagine and manipulate objects and their spatial relations. These skills are crucial in both every day and expert tasks. The present paper reports on an evaluation of a 3D game developed to train a specific spatial skill known as penetrative thinking—the ability to imagine cross-sections of 3D objects from their surface features. In the game, users change the location and orientation of a virtual plane to make cuts through 3D objects in a series of spatial puzzles. Users operate an interface to position the virtual plane until a “slice” at the location of the plane matches a target cross-section of a virtual object. Multiple spatial puzzles with different properties are completed throughout the game. In one version of the game, users completed the puzzles in an immersive virtual environment and operated a tangible interface to move the virtual plane. A secondary version of the game required users to view the puzzles in a virtual environment displayed on a computer screen, and to position the slicing plane with a keyboard and mouse. Participants (n = 45) completed a measure of penetrative thinking (Santa Barbara Solids Test) before and after completing one of three interventions: the game with the tangible interface (n = 15), the game with the keyboard interface (n = 15), or a series of (control) questions (n = 15). Although there were no significant pre-/post-intervention changes in penetrative thinking in any of the groups, participants' performance in the game correlated with scores on a standardized test of penetrative thinking. These results provide evidence that the game and the standardized test accessed similar spatial skills and, as a consequence, indicate that the 3D game has the potential to be a valid approach for training penetrative thinking skills.


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