The Virtual Environment Performance Assessment Battery (VEPAB):Development and Evaluation

1994 ◽  
Vol 3 (2) ◽  
pp. 145-157 ◽  
Author(s):  
Donald R. Lampton ◽  
Bruce W. Knerr ◽  
Stephen L. Goldberg ◽  
James P. Bliss ◽  
J. Michael Moshell ◽  
...  

The Virtual Environment Performance Assessment Battery (VEPAB) is a set of tasks developed to support research on training applications of virtual environment (VE) technology. VEPAB measures human performance on vision, locomotion, tracking, object manipulation, and reaction time tasks performed in three-dimensional, interactive VEs. It can be used to provide a general orientation for interacting in VEs and to determine both entry level performance and skill acquisition of users. In addition, VEPAB allows comparison of task performance, side effects and aftereffects, and subjective reactions across different VE systems. By providing benchmarks of human performance, VEPAB can promote continuity in training research involving different technologies, separate research facilities, and dissimilar subject populations. This paper describes the development of VEPAB and summarizes the results of two experiments, one to test the sensitivity of the tasks to differences between input control devices and the other to examine practice effects.

2005 ◽  
Author(s):  
Julio C. Mateo ◽  
Joseph T. Manning ◽  
Jeffrey L. Cowgill ◽  
Thomas J. Moore ◽  
Robert H. Gilkey ◽  
...  

Data in Brief ◽  
2017 ◽  
Vol 15 ◽  
pp. 213-215 ◽  
Author(s):  
Mashrura Musharraf ◽  
Jennifer Smith ◽  
Faisal Khan ◽  
Brian Veitch ◽  
Scott MacKinnon

Perception ◽  
10.1068/p5190 ◽  
2004 ◽  
Vol 33 (3) ◽  
pp. 259-276 ◽  
Author(s):  
Clifford F Lewis ◽  
Michael K McBeath

2016 ◽  
Vol 13 (122) ◽  
pp. 20160414 ◽  
Author(s):  
Mehdi Moussaïd ◽  
Mubbasir Kapadia ◽  
Tyler Thrash ◽  
Robert W. Sumner ◽  
Markus Gross ◽  
...  

Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to ethical and methodological constraints. In this paper, we demonstrate the viability of shared three-dimensional virtual environments as an experimental platform for conducting crowd experiments with real people. In particular, we show that crowds of real human subjects moving and interacting in an immersive three-dimensional virtual environment exhibit typical patterns of real crowds as observed in real-life crowded situations. These include the manifestation of social conventions and the emergence of self-organized patterns during egress scenarios. High-stress evacuation experiments conducted in this virtual environment reveal movements characterized by mass herding and dangerous overcrowding as they occur in crowd disasters. We describe the behavioural mechanisms at play under such extreme conditions and identify critical zones where overcrowding may occur. Furthermore, we show that herding spontaneously emerges from a density effect without the need to assume an increase of the individual tendency to imitate peers. Our experiments reveal the promise of immersive virtual environments as an ethical, cost-efficient, yet accurate platform for exploring crowd behaviour in high-risk situations with real human subjects.


Author(s):  
Randall Spain ◽  
Benjamin Goldberg ◽  
Jeffrey Hansberger ◽  
Tami Griffith ◽  
Jeremy Flynn ◽  
...  

Recent advances in technology have made virtual environments, virtual reality, augmented reality, and simulations more affordable and accessible to researchers, companies, and the general public, which has led to many novel use cases and applications. A key objective of human factors research and practice is determining how these technology-rich applications can be designed and applied to improve human performance across a variety of contexts. This session will demonstrate some of the distinct and diverse uses of virtual environments and mixed reality environments in an alternative format. The session will begin with each demonstrator providing a brief overview of their virtual environment (VE) and a description of how it has been used to address a particular problem or research need. Following the description portion of the session, each VE will be set-up at a demonstration station in the room, and session attendees will be encouraged to directly interact with the virtual environment and ask demonstrators questions about their research and inquire about the effectiveness of using VE for research, training, and evaluation purposes. The overall objective of this alternative session is to increase the awareness of how human factors professionals use VE technologies and increase the awareness of the capabilities and limitations of VE in supporting the work of HF professionals.


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