Depth Perception Within Peripersonal Space Using Head-Mounted Display

2011 ◽  
Vol 20 (3) ◽  
pp. 254-272 ◽  
Author(s):  
Abdeldjallil Naceri ◽  
Ryad Chellali ◽  
Thierry Hoinville

In this paper, we address depth perception in the peripersonal space within three virtual environments: poor environment (dark room), reduced cues environment (wireframe room), and rich cues environment (a lit textured room). Observers binocularly viewed virtual scenes through a head-mounted display and evaluated the egocentric distance to spheres using visually open-loop pointing tasks. We conducted two different experiments within all three virtual environments. The apparent size of the sphere was held constant in the first experiment and covaried with distance in the second one. The results of the first experiment revealed that observers more accurately estimated depth in the rich virtual environment compared to the visually poor and the wireframe environments. Specifically, observers' pointing errors were small in distances up to 55 cm, and increased with distance once the sphere was further than 55 cm. Individual differences were found in the second experiment. Our results suggest that the quality of virtual environments has an impact on distance estimation within reaching space. Also, manipulating the targets' size cue led to individual differences in depth judgments. Finally, our findings confirm the use of vergence as an absolute distance cue in virtual environments within the arm's reaching space.

2016 ◽  
Vol 2016 ◽  
pp. 1-14 ◽  
Author(s):  
Aila Kronqvist ◽  
Jussi Jokinen ◽  
Rebekah Rousi

Immersive virtual environments (VEs) have the potential to provide novel cost effective ways for evaluating not only new environments and usability scenarios, but also potential user experiences. To achieve this, VEs must be adequately realistic. The level of perceived authenticity can be ascertained by measuring the levels of immersion people experience in their VE interactions. In this paper the degree of authenticity is measured via anauthenticity indexin relation to three different immersive virtual environment devices. These devices include (1) a headband, (2) 3D glasses, and (3) a head-mounted display (HMD). A quick scale for measuring immersion, feeling of control, and simulator sickness was developed and tested. The HMD proved to be the most immersive device, although the headband was demonstrated as being a more stable environment causing the least simulator sickness. The results have design implication as they provide insight into specific factors which make experience in a VE seem more authentic to users. The paper emphasizes that, in addition to the quality of the VE, focus needs to be placed on ergonomic factors such as the weight of the devices, as these may compromise the quality of results obtained when examining studying human-technology interaction in a VE.


2018 ◽  
Author(s):  
Lukas Gehrke ◽  
John R. Iversen ◽  
Scott Makeig ◽  
Klaus Gramann

AbstractThe neuroscientific study of human navigation has been con-strained by the prerequisite of traditional brain imaging studies that re-quire participants to remain stationary. Such imaging approaches neglect a central component that characterizes navigation -the multisensory ex-perience of self-movement. Navigation by active movement through space combines multisensory perception with internally generated self-motion cues. We investigated the spatial micro genesis during free ambulatory exploration of interactive sparse virtual environments using motion cap-ture synchronized to high resolution electroencephalographic (EEG) data as well psychometric and self-report measures. In such environments, map-like allocentric representations must be constructed out of transient, egocentric first-person perspective 3-D spatial information. Considering individual differences of spatial learning ability, we studied if changes in exploration behavior coincide with spatial learning of an environment. To this end, we analyzed the quality of sketch maps (a description of spatial learning) that were produced after repeated learning trials for differently complex maze environments. We observed significant changes in active exploration behavior from the first to the last exploration of a maze: a decrease in time spent in the maze predicted an increase in subsequent sketch map quality. Furthermore, individual differences in spatial abilities as well as differences in the level of experienced immersion revealed an impact on the quality of spatial learning. Our results demonstrate the feasibility to observe behavioral changes associated with spatial learning, opening the way to the study of cortical dynamics of navigation.


Author(s):  
Donald R. Lampton ◽  
Daniel P. McDonald ◽  
Michael Singer ◽  
James P. Bliss

This paper describes an experiment to evaluate a procedure for measuring distance perception in immersive VEs. Forty-eight subjects viewed a VE with a Head Mounted Display (HMD), a Binocular Omni-Oriented Monitor (BOOM), or a computer monitor. Subjects estimated the distance to a figure of known height that was initially 40 ft away. As the figure moved forward, subjects indicated when the figure was perceived to be 30, 20, 10, 5, and 2.5 ft away. A separate group of 36 subjects performed the task in a real-world setting roughly comparable to the VE. VE distance estimation was highly variable across subjects. For distance perception involving a moving figure, in the VE conditions most subjects called out before the figure had closed to the specified distances. Distance estimation was least accurate with the monitor. In the real world, most subjects called out after the figure had closed to or passed the specified distances. Ways to improve the procedure are discussed.


2021 ◽  
Vol 11 ◽  
Author(s):  
Anastasia Pavlidou ◽  
Sebastian Walther

Movement abnormalities are prevalent across all stages of schizophrenia contributing to poor social functioning and reduced quality of life. To date, treatments are scarce, often involving pharmacological agents, but none have been shown to improve movement abnormalities effectively. Virtual reality (VR) is a tool used to simulate virtual environments where behavioral performance can be quantified safely across different tasks while exerting control over stimulus delivery, feedback and measurement in real time. Sensory information is transmitted via a head mounted display allowing users to directly interact with virtual objects and bodies using gestures and body movements in the real world to perform different actions, permitting a sense of immersion in the simulated virtual environment. Although, VR has been widely used for successful motor rehabilitation in a variety of different neurological domains, none have been exploited for motor rehabilitation in schizophrenia. The objectives of this article are to review movement abnormalities specific to schizophrenia, and how VR can be utilized to restore and improve motor functioning in patients with schizophrenia. Constructing VR-mediated motor-cognitive interventions that can help in retaining and transferring the learned outcomes to real life are also discussed.


Author(s):  
Samuel B. Hunley ◽  
Arwen M. Marker ◽  
Stella F. Lourenco

Abstract. The current study investigated individual differences in the flexibility of peripersonal space (i.e., representational space near the body), specifically in relation to trait claustrophobic fear (i.e., fear of suffocating or being physically restricted). Participants completed a line bisection task with either a laser pointer (Laser condition), allowing for a baseline measure of the size of one’s peripersonal space, or a stick (Stick condition), which produces expansion of one’s peripersonal space. Our results revealed that individuals high in claustrophobic fear had larger peripersonal spaces than those lower in claustrophobic fear, replicating previous research. We also found that, whereas individuals low in claustrophobic fear demonstrated the expected expansion of peripersonal space in the Stick condition, individuals high in claustrophobic fear showed less expansion, suggesting decreased flexibility. We discuss these findings in relation to the defensive function of peripersonal space and reduced attentional flexibility associated with trait anxieties.


2012 ◽  
Author(s):  
Ashlee Shaw ◽  
Alex P. Demos ◽  
Dana Arthur ◽  
James S. Magnuson

2004 ◽  
Author(s):  
Jodie M. Plumert ◽  
Joseph K. Kearney ◽  
James F. Cremer

Author(s):  
S. G. Grigoriev ◽  
M. V. Kurnosenko ◽  
A. M. Kostyuk

The article discusses possible forms of educational STEM projects in the field of electronics and device control using Arduino controllers. As you know, the implementation of such STEM projects can be carried out not only using various electronic constructors, but also using virtual modeling environments. The knowledge obtained during modeling in virtual environments makes it possible to increase the efficiency of face-to-face practical training with a real constructor, and to improve the quality of students’ knowledge. The use of virtual modeling environments in combination with the use of real constructors provides links between distance and full-time learning. A real constructors can be used simultaneously by both the teacher and the student, jointly practicing the features of solving practical problems. The article provides examples of using a virtual environment for preliminary prototyping of circuits available in the documentation for electronic constructors, to familiarize students with the basics of designing and assembling electronic circuits using the surface mounting method and on a breadboard, as well as programming controllers on the Arduino platform that control electronic devices. This approach allows students to accelerate the assimilation of various interdisciplinary knowledge in the field of natural sciences using STEM design.


2020 ◽  
Vol 11 (1) ◽  
pp. 177
Author(s):  
Pasi Fränti ◽  
Teemu Nenonen ◽  
Mingchuan Yuan

Travelling salesman problem (TSP) has been widely studied for the classical closed loop variant but less attention has been paid to the open loop variant. Open loop solution has property of being also a spanning tree, although not necessarily the minimum spanning tree (MST). In this paper, we present a simple branch elimination algorithm that removes the branches from MST by cutting one link and then reconnecting the resulting subtrees via selected leaf nodes. The number of iterations equals to the number of branches (b) in the MST. Typically, b << n where n is the number of nodes. With O-Mopsi and Dots datasets, the algorithm reaches gap of 1.69% and 0.61 %, respectively. The algorithm is suitable especially for educational purposes by showing the connection between MST and TSP, but it can also serve as a quick approximation for more complex metaheuristics whose efficiency relies on quality of the initial solution.


2020 ◽  
Vol 10 (1) ◽  
Author(s):  
Martin Giesel ◽  
Anna Nowakowska ◽  
Julie M. Harris ◽  
Constanze Hesse

AbstractWhen we use virtual and augmented reality (VR/AR) environments to investigate behaviour or train motor skills, we expect that the insights or skills acquired in VR/AR transfer to real-world settings. Motor behaviour is strongly influenced by perceptual uncertainty and the expected consequences of actions. VR/AR differ in both of these aspects from natural environments. Perceptual information in VR/AR is less reliable than in natural environments, and the knowledge of acting in a virtual environment might modulate our expectations of action consequences. Using mirror reflections to create a virtual environment free of perceptual artefacts, we show that hand movements in an obstacle avoidance task systematically differed between real and virtual obstacles and that these behavioural differences occurred independent of the quality of the available perceptual information. This suggests that even when perceptual correspondence between natural and virtual environments is achieved, action correspondence does not necessarily follow due to the disparity in the expected consequences of actions in the two environments.


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