scholarly journals Effects of Handling Real Objects and Self-Avatar Fidelity on Cognitive Task Performance and Sense of Presence in Virtual Environments

2003 ◽  
Vol 12 (6) ◽  
pp. 615-628 ◽  
Author(s):  
Benjamin Lok ◽  
Samir Naik ◽  
Mary Whitton ◽  
Frederick P. Brooks

Immersive virtual environments (VEs) provide participants with computer-generated environments filled with virtual objects to assist in learning, training, and practicing dangerous and/or expensive tasks. But does having every object being virtual inhibit the interactivity and level of immersion? If participants spend most of their time and cognitive load on learning and adapting to interacting with virtual objects, does this reduce the effectiveness of the VE? We conducted a study that investigated how handling real objects and self-avatar visual fidelity affects performance and sense of presence on a spatial cognitive manual task. We compared participants' performance of a block arrangement task in both a real-space environment and several virtual and hybrid environments. The results showed that manipulating real objects in a VE brings task performance closer to that of real space, compared to manipulating virtual objects. There was no signifi-cant difference in reported sense of presence, regardless of the self-avatar's visual fidelity or the presence of real objects.

2020 ◽  
Vol 10 (16) ◽  
pp. 5436 ◽  
Author(s):  
Dong-Hyun Kim ◽  
Yong-Guk Go ◽  
Soo-Mi Choi

A drone be able to fly without colliding to preserve the surroundings and its own safety. In addition, it must also incorporate numerous features of interest for drone users. In this paper, an aerial mixed-reality environment for first-person-view drone flying is proposed to provide an immersive experience and a safe environment for drone users by creating additional virtual obstacles when flying a drone in an open area. The proposed system is effective in perceiving the depth of obstacles, and enables bidirectional interaction between real and virtual worlds using a drone equipped with a stereo camera based on human binocular vision. In addition, it synchronizes the parameters of the real and virtual cameras to effectively and naturally create virtual objects in a real space. Based on user studies that included both general and expert users, we confirm that the proposed system successfully creates a mixed-reality environment using a flying drone by quickly recognizing real objects and stably combining them with virtual objects.


1999 ◽  
Vol 8 (5) ◽  
pp. 574-577 ◽  
Author(s):  
Robert B. Welch

The question of whether the sense of presence in virtual environments (or telepresence with respect to teleoperator systems) is causally related to task performance remains unanswered because the appropriate studies have yet to be carried out. In this brief report, the author describes a strategy for resolving this issue and the results of a pilot study in which this strategy was implemented.


1995 ◽  
Vol 4 (1) ◽  
pp. 24-49 ◽  
Author(s):  
Jannick P. Rolland ◽  
William Gibson ◽  
Dan Ariely

With the rapid advance of real-time computer graphics, head-mounted displays (HMDs) have become popular tools for 3D visualization. One of the most promising and challenging future uses of HMDs, however, is in applications where virtual environments enhance rather than replace real environments. In such applications, a virtual image is superimposed on a real image. The unique problem raised by this superimposition is the difficulty that the human visual system may have in integrating information from these two environments. As a starting point to studying the problem of information integration in see-through environments, we investigate the quantification of depth and size perception of virtual objects relative to real objects in combined real and virtual environments. This starting point leads directly to the important issue of system calibration, which must be completed before perceived depth and sizes are measured. Finally, preliminary experimental results on the perceived depth of spatially nonoverlapping real and virtual objects are presented.


1998 ◽  
Vol 7 (3) ◽  
pp. 225-240 ◽  
Author(s):  
Bob G. Witmer ◽  
Michael J. Singer

The effectiveness of virtual environments (VEs) has often been linked to the sense of presence reported by users of those VEs. (Presence is defined as the subjective experience of being in one place or environment, even when one is physically situated in another.) We believe that presence is a normal awareness phenomenon that requires directed attention and is based in the interaction between sensory stimulation, environmental factors that encourage involvement and enable immersion, and internal tendencies to become involved. Factors believed to underlie presence were described in the premier issue of Presence: Teleoperators and Virtual Environments. We used these factors and others as the basis for a presence questionnaire (PQ) to measure presence in VEs. In addition we developed an immersive tendencies questionnaire (ITQ) to measure differences in the tendencies of individuals to experience presence. These questionnaires are being used to evaluate relationships among reported presence and other research variables. Combined results from four experiments lead to the following conclusions: the PQ and ITQ are internally consistent measures with high reliability; there is a weak but consistent positive relation between presence and task performance in VEs; individual tendencies as measured by the ITQ predict presence as measured by the PQ; and individuals who report more simulator sickness symptoms in VE report less presence than those who report fewer symptoms.


2019 ◽  
Vol 62 (7) ◽  
pp. 2099-2117 ◽  
Author(s):  
Jason A. Whitfield ◽  
Zoe Kriegel ◽  
Adam M. Fullenkamp ◽  
Daryush D. Mehta

Purpose Prior investigations suggest that simultaneous performance of more than 1 motor-oriented task may exacerbate speech motor deficits in individuals with Parkinson disease (PD). The purpose of the current investigation was to examine the extent to which performing a low-demand manual task affected the connected speech in individuals with and without PD. Method Individuals with PD and neurologically healthy controls performed speech tasks (reading and extemporaneous speech tasks) and an oscillatory manual task (a counterclockwise circle-drawing task) in isolation (single-task condition) and concurrently (dual-task condition). Results Relative to speech task performance, no changes in speech acoustics were observed for either group when the low-demand motor task was performed with the concurrent reading tasks. Speakers with PD exhibited a significant decrease in pause duration between the single-task (speech only) and dual-task conditions for the extemporaneous speech task, whereas control participants did not exhibit changes in any speech production variable between the single- and dual-task conditions. Conclusions Overall, there were little to no changes in speech production when a low-demand oscillatory motor task was performed with concurrent reading. For the extemporaneous task, however, individuals with PD exhibited significant changes when the speech and manual tasks were performed concurrently, a pattern that was not observed for control speakers. Supplemental Material https://doi.org/10.23641/asha.8637008


2003 ◽  
Vol 15 (2) ◽  
pp. 69-71 ◽  
Author(s):  
Thomas W. Schubert

Abstract. The sense of presence is the feeling of being there in a virtual environment. A three-component self report scale to measure sense of presence is described, the components being sense of spatial presence, involvement, and realness. This three-component structure was developed in a survey study with players of 3D games (N = 246) and replicated in a second survey study (N = 296); studies using the scale for measuring the effects of interaction on presence provide evidence for validity. The findings are explained by the Potential Action Coding Theory of presence, which assumes that presence develops from mental model building and suppression of the real environment.


2013 ◽  
Author(s):  
Laura K. Varner ◽  
Scott A. Crossley ◽  
Erica L. Snow ◽  
Danielle S. McNamara

2019 ◽  
Author(s):  
Debbie Marianne Yee ◽  
Sarah L Adams ◽  
Asad Beck ◽  
Todd Samuel Braver

Motivational incentives play an influential role in value-based decision-making and cognitive control. A compelling hypothesis in the literature suggests that the brain integrates the motivational value of diverse incentives (e.g., motivational integration) into a common currency value signal that influences decision-making and behavior. To investigate whether motivational integration processes change during healthy aging, we tested older (N=44) and younger (N=54) adults in an innovative incentive integration task paradigm that establishes dissociable and additive effects of liquid (e.g., juice, neutral, saltwater) and monetary incentives on cognitive task performance. The results reveal that motivational incentives improve cognitive task performance in both older and younger adults, providing novel evidence demonstrating that age-related cognitive control deficits can be ameliorated with sufficient incentive motivation. Additional analyses revealed clear age-related differences in motivational integration. Younger adult task performance was modulated by both monetary and liquid incentives, whereas monetary reward effects were more gradual in older adults and more strongly impacted by trial-by-trial performance feedback. A surprising discovery was that older adults shifted attention from liquid valence toward monetary reward throughout task performance, but younger adults shifted attention from monetary reward toward integrating both monetary reward and liquid valence by the end of the task, suggesting differential strategic utilization of incentives. Together these data suggest that older adults may have impairments in incentive integration, and employ different motivational strategies to improve cognitive task performance. The findings suggest potential candidate neural mechanisms that may serve as the locus of age-related change, providing targets for future cognitive neuroscience investigations.


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