scholarly journals Development of a Hybrid Method to Generate Gravito-Inertial Cues for Motion Platforms in Highly Immersive Environments

Sensors ◽  
2021 ◽  
Vol 21 (23) ◽  
pp. 8079
Author(s):  
Jose V. Riera ◽  
Sergio Casas ◽  
Marcos Fernández ◽  
Francisco Alonso ◽  
Sergio A. Useche

Motion platforms have been widely used in Virtual Reality (VR) systems for decades to simulate motion in virtual environments, and they have several applications in emerging fields such as driving assistance systems, vehicle automation and road risk management. Currently, the development of new VR immersive systems faces unique challenges to respond to the user’s requirements, such as introducing high-resolution 360° panoramic images and videos. With this type of visual information, it is much more complicated to apply the traditional methods of generating motion cues, since it is generally not possible to calculate the necessary corresponding motion properties that are needed to feed the motion cueing algorithms. For this reason, this paper aims to present a new method for generating non-real-time gravito-inertial cues with motion platforms using a system fed both with computer-generated—simulation-based—images and video imagery. It is a hybrid method where part of the gravito-inertial cues—those with acceleration information—are generated using a classical approach through the application of physical modeling in a VR scene utilizing washout filters, and part of the gravito-inertial cues—the ones coming from recorded images and video, without acceleration information—were generated ad hoc in a semi-manual way. The resulting motion cues generated were further modified according to the contributions of different experts based on a successive approximation—Wideband Delphi-inspired—method. The subjective evaluation of the proposed method showed that the motion signals refined with this method were significantly better than the original non-refined ones in terms of user perception. The final system, developed as part of an international road safety education campaign, could be useful for developing further VR-based applications for key fields such as driving assistance, vehicle automation and road crash prevention.

2016 ◽  
Vol 2016 ◽  
pp. 1-12 ◽  
Author(s):  
L. Fernández ◽  
L. Payá ◽  
O. Reinoso ◽  
L. M. Jiménez ◽  
M. Ballesta

A comparative analysis between several methods to describe outdoor panoramic images is presented. The main objective consists in studying the performance of these methods in the localization process of a mobile robot (vehicle) in an outdoor environment, when a visual map that contains images acquired from different positions of the environment is available. With this aim, we make use of the database provided by Google Street View, which contains spherical panoramic images captured in urban environments and their GPS position. The main benefit of using these images resides in the fact that it permits testing any novel localization algorithm in countless outdoor environments anywhere in the world and under realistic capture conditions. The main contribution of this work consists in performing a comparative evaluation of different methods to describe images to solve the localization problem in an outdoor dense map using only visual information. We have tested our algorithms using several sets of panoramic images captured in different outdoor environments. The results obtained in the work can be useful to select an appropriate description method for visual navigation tasks in outdoor environments using the Google Street View database and taking into consideration both the accuracy in localization and the computational efficiency of the algorithm.


2000 ◽  
Vol 44 (21) ◽  
pp. 3-501-3-501
Author(s):  
Jae-Min Park ◽  
Sang-Do Lee ◽  
Young-Sook Kim

Man perceive and react around him through the five senses. Also man give rise to the human sensibility and maintain his emotion. This study doesn't limit working environment to VDT environment, but considers the universal working environment acquiring information by eyesight stimulation. In this respect, designed and made is experimental equipment such as an external light for veiling reflection, visual target suggesting system, and visual target considered luminance contrast level. And reading the visual target is selected as work after excerpting the editorials from daily newspapers in Korean and Chinese letter and making target for experimental condition. In case of forming an abnormal veiling reflection we consider the form; a vertical (25%, 50%, 75%)and a horizontal (25%, 50%, 75%). The results from the subjective evaluation are analyzed by SD (Semantic Differential) methodology of 5 point scale for visibility and nuisance when an abnormal veiling reflection forms on target. In addition, the results of the objective evaluation are suggested by measuring and analyzing EEG (Electroencephalogram) of bio-signal for visual sensitivity. The results of this study can apply to basic data which create a guideline of a visual operation. In particular, it can be designed as an illumination environment concerning an ergonomic factor on visual operations, mental stress such as a visual inspection operation, visual information search operation, etc. As a result, we can expect to reduce the visual nuisance and contribute to the improvement of the performance and the uplift of the competitive power.


2011 ◽  
Vol 105 (6) ◽  
pp. 2989-3001 ◽  
Author(s):  
Ryan M. Yoder ◽  
Benjamin J. Clark ◽  
Joel E. Brown ◽  
Mignon V. Lamia ◽  
Stephane Valerio ◽  
...  

Successful navigation requires a constantly updated neural representation of directional heading, which is conveyed by head direction (HD) cells. The HD signal is predominantly controlled by visual landmarks, but when familiar landmarks are unavailable, self-motion cues are able to control the HD signal via path integration. Previous studies of the relationship between HD cell activity and path integration have been limited to two or more arenas located in the same room, a drawback for interpretation because the same visual cues may have been perceptible across arenas. To address this issue, we tested the relationship between HD cell activity and path integration by recording HD cells while rats navigated within a 14-unit T-maze and in a multiroom maze that consisted of unique arenas that were located in different rooms but connected by a passageway. In the 14-unit T-maze, the HD signal remained relatively stable between the start and goal boxes, with the preferred firing directions usually shifting <45° during maze traversal. In the multiroom maze in light, the preferred firing directions also remained relatively constant between rooms, but with greater variability than in the 14-unit maze. In darkness, HD cell preferred firing directions showed marginally more variability between rooms than in the lighted condition. Overall, the results indicate that self-motion cues are capable of maintaining the HD cell signal in the absence of familiar visual cues, although there are limits to its accuracy. In addition, visual information, even when unfamiliar, can increase the precision of directional perception.


2021 ◽  
Author(s):  
Takumi Yokosaka ◽  
Takahiro Kawabe

Imposing a delay between an action (e.g., a limb movement) and its related visual feedback (e.g., a cursor movement on the display) induces a peculiar sensation of heaviness or stiffness. Earlier studies have examined this delay-induced heaviness or stiffness sensation in relation to the non-arbitrary causal relationship between an action and its effect. Here, "non-arbitrary causal relationship" means that an agent's action produces a specific and deterministic pattern of visual feedback; for example, a leftward limb movement consistently and deterministically causes a leftward visual motion. In modern graphical user interfaces, on the other hand, users often control visual information by pressing keys, wherein the relationship between the keystroke and the change in visual information is arbitrary. The present study examined whether the sensation of heaviness/stiffness could be caused when an agent's keystroke produced a delayed arbitrary visual feedback. Participants were asked to press and hold down an assigned key to cause temporal luminance changes in a square centered on the display, which were arbitrary visual feedback of their keystroke. Not only the onset delay of the temporal luminance change from the participant's keystroke but also the speed of the temporal luminance change were examined as a visual cue to heaviness/stiffness. In Experiment 1, the participants' task was to give a rating for the strength of the heaviness and stiffness perceived when they pressed the key. Our results showed that the heaviness and stiffness ratings increased as the delay increased and decreased as the speed increased. To check whether the manipulation of the delay and speed of the visual feedback caused changes in the subjective evaluation of sensorimotor incongruence, in Experiment 2, we asked the participants to give a rating for the sense of agency. The rating scores decreased as the delay increased and increased as the speed increased. The rating scores for the illusory heaviness/stiffness were negatively correlated with the rating scores for the sense of agency. We discuss that the brain determines the heaviness and stiffness during an agent's keystroke based on internalized statistics relating to the delay and speed of the action feedback.


2020 ◽  
Vol 33 (02) ◽  
Author(s):  
Prashant Kumar Shrivastava ◽  
◽  
L. K Vishwamitra ◽  
Mayank Sharma ◽  
◽  
...  

2005 ◽  
Vol 44 (02) ◽  
pp. 334-341 ◽  
Author(s):  
C. R. Anglin ◽  
J. P. Schaafsma ◽  
S. V. Pantazi ◽  
S. Anglin ◽  
N. A. Grimm ◽  
...  

Summary Purpose: To review the experience with a province-wide telehealth system in Canada, and its implications for health care and health promotion. To explore whether group support systems (GSS) based on networked computers can substitute for video conferencing technology. Methods: Key results of the evaluation of the BC Tele-health Program are summarized. The potential of extending the successful principles through use of GSS is explored based on literature review, demonstrations, and trial use for educational applications. Results: The BC Telehealth Program was designed to support health professionals at secondary care facilities, such as regional and district hospitals in two application domains: children’s and women’s health (C&W) and emergency room and trauma care (ER-Trauma). Successful applications extended beyond health professionals and focused on chronic conditions, the management of which is contingent on visual information, and involves established teams in regular scheduled visits or in sessions scheduled well in advance. Ad hoc applications, in particular applications under emergency conditions proved problematic.Administrative applications in support of telehealth implementation, e.g., through facilitation of management and provider education, are essential for clinical success. Savings from support of administrative applications exceeded the substantial capital investment and made educational and clinical applications available at variable cost. Educational applications were shown to have significant clinical benefits.Exploration of GSS technology showed that it may not be mature enough to substitute for video conferencing technology in support of sophisticated training and education aiming at clinical impact. Conclusion: The substantial clinical and efficiency gains provided by video conferencing-based telehealth may for now continue to depend on mature videoconferencing technology.


2003 ◽  
Vol 12 (01) ◽  
pp. 37-56 ◽  
Author(s):  
JEONG-JUN SONG ◽  
FOROUZAN GOLSHANI

We introduce two complementary feature extraction methods for shape similarity based retrieval of 3D object models. The proposed methods lead us to achieve effectiveness and robustness in searching similar 3D models, and eventually support two essential query modes, namely, query by 3D model and query by 2D image. Our feature extraction scheme is inspired by the observation of human behavior in recognizing 3D objects. The process of extracting spatial arrangement from a 3D object can be considered as using human tactile sensation without visual information. On the other hand, the process of extracting 2D features from multiple views can be considered as examining an object by moving the viewing points (or camera positions). We propose a hybrid method of 3D model identification by object-centered feature extraction, which utilizes the Extended Gaussian Image (EGI) surface normal distribution and distance distributions between object surface points and origin. Another technique need in parallel is a hybrid method using view-centered features, which adopts simple geometric attributes such as circularity, rectangularity and eccentricity. To generate a signature for view-centered features, we have measured distances of a feature between different views and constructing histogram of the distance. We also address the fundamental problem of obtaining sample points on an object surface, which is important to extract reliable features from the object model.


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