scholarly journals Field of View and Skill Training of Table Tennis Teaching Based on Virtual Environment Technology

Author(s):  
Li Li

Focusing on the topic of improving the table tennis teaching quality with the visual field training, the test is to grab images repeatedly by using a camera in a speed of 119s, and the final result shows that it gets the correct hitting points on racket coordinating with correct racket angles, which verifies the effectiveness of the visual field training. Finally, it's concluded that the visual field training can improve the athletes' abilities of focus and judgment, and enhance their exercise stability.

2021 ◽  
Vol 12 ◽  
Author(s):  
Dominik Straub ◽  
Constantin A. Rothkopf

The efficient coding hypothesis posits that sensory systems are tuned to the regularities of their natural input. The statistics of natural image databases have been the topic of many studies, which have revealed biases in the distribution of orientations that are related to neural representations as well as behavior in psychophysical tasks. However, commonly used natural image databases contain images taken with a camera with a planar image sensor and limited field of view. Thus, these images do not incorporate the physical properties of the visual system and its active use reflecting body and eye movements. Here, we investigate quantitatively, whether the active use of the visual system influences image statistics across the visual field by simulating visual behaviors in an avatar in a naturalistic virtual environment. Images with a field of view of 120° were generated during exploration of a virtual forest environment both for a human and cat avatar. The physical properties of the visual system were taken into account by projecting the images onto idealized retinas according to models of the eyes' geometrical optics. Crucially, different active gaze behaviors were simulated to obtain image ensembles that allow investigating the consequences of active visual behaviors on the statistics of the input to the visual system. In the central visual field, the statistics of the virtual images matched photographic images regarding their power spectra and a bias in edge orientations toward cardinal directions. At larger eccentricities, the cardinal bias was superimposed with a gradually increasing radial bias. The strength of this effect depends on the active visual behavior and the physical properties of the eye. There were also significant differences between the upper and lower visual field, which became stronger depending on how the environment was actively sampled. Taken together, the results show that quantitatively relating natural image statistics to neural representations and psychophysical behavior requires not only to take the structure of the environment into account, but also the physical properties of the visual system, and its active use in behavior.


2019 ◽  
Vol 16 (4) ◽  
pp. 172988141986038
Author(s):  
Huang Yiqing ◽  
Wang Hui ◽  
Wei Lisheng ◽  
Gao Wengen ◽  
Ge Yuan

This article presented a cooperative mapping technique using a novel edge gradient algorithm for multiple mobile robots. The proposed edge gradient algorithm can be divided into four behaviors such as adjusting the movement direction, evaluating the safety of motion behavior, following behavior, and obstacle information exchange, which can effectively prevent multiple mobile robots falling into concave obstacle areas. Meanwhile, a visual field factor is constructed based on biological principles so that the mobile robots can have a larger field of view when moving away from obstacles. Also, the visual field factor will be narrowed due to the obstruction of the obstacle when approaching an obstacle and the obtained map-building data are more accurate. Finally, three sets of simulation and experimental results demonstrate the performance superiority of the presented algorithm.


Author(s):  
Georgianna Lin ◽  
Malcolm Haynes ◽  
Sarthak Srinivas ◽  
Pramod Kotipalli ◽  
Thad Starner

Where should a HWD be placed in a user's visual field? We present two studies that compare comfort, preference, task efficiency and accuracy for various HWD positions. The first study offsets a 9.2° horizontal field-of-view (FOV) display temporally (toward the ear) from 0° to 30° in 10° steps. 30° proves too uncomfortable while 10° is the most preferred position for a simple button-pushing game, corroborating results from previous single-task reading experiments. The second experiment uses a Magic Leap One to compare 10° x 10° FOV interfaces centered at line-of-sight, temporally offset 15° (center-right), inferiorly offset 15° (bottom-center), and offset in both directions (bottom-right) for an order picking task. The bottom-right position proved worst in terms of accuracy and several subjective metrics when compared to the line-of-sight position.


Stroke ◽  
2016 ◽  
Vol 47 (suppl_1) ◽  
Author(s):  
Steven Warach ◽  
Ben T King ◽  
Kristen V Chandler ◽  
Christopher Topel ◽  
Irene A Tabas ◽  
...  

Background: Wearable technologies offer potential telestroke applications that are more mobile and potentially less expensive than traditional telemedicine carts. In an earlier, pilot phase of this research program the best performing software and hardware combination for transmission of encrypted video and audio streaming was selected for further testing. Method: We tested Vuzix M100 smart glasses device and Pristine EyeSight HIPAA-compliant video streaming services. The device wearers, emergency physicians, performed the NIHSS, and a remote vascular neurologist or neurology resident viewed the exam. Providers recorded their score and evaluated the functionality of the device with a standardized list of questions. Results: The device was assessed in 52 subjects. The providers wearing the device reported the device useful (Agree or Strongly Agree) in making an assessment in 79% of cases and that they could assess the patient well 90% of the time. However, the wearers also reported both distraction from and interference with patient interaction due to the device in 98% of cases evaluated. The viewers also reported finding the device useful in making an assessment of stroke symptoms in 79% of cases (a different set of 79% than the wearers), but in only 65% of cases did they Agree or Strongly Agree that they could assess the patient well. Viewers reported an inadequate field of view for visual field testing in 63% of cases. The inter-rater agreement between the wearer and viewer on the total NIHSS showed moderate agreement (κ = 0.45). Although the technology was easy to use in 92% of the assessments, technical problems (mainly connectivity lags) were reported by the wearer 46% of the time and by the viewer 31% of the time. The technology was rated inadequate for assessing patients in 1 case by the wearers and 3 cases by the viewers. Conclusion: Wearable smart glass technology is feasible in assessing stroke patients and shows promise as a telestroke solution, however interference with physician-patient interaction, limited field of view for visual field testing and connectivity glitches are perceived limitations.


2019 ◽  
Vol 10 ◽  
Author(s):  
Martina Caramenti ◽  
Paolo Pretto ◽  
Claudio L. Lafortuna ◽  
Jean-Pierre Bresciani ◽  
Amandine Dubois

Author(s):  
Robert G. Eggleston ◽  
William P. Janson ◽  
Kenneth A. Aldrich

It is important for designers of virtual reality (VR) systems to understand how properties of the system interact with human processes to impact overall system performance. The following experiments investigated the field-of-view (FOV) characteristics of a VR system and how they affected aimed movement behavior across a natural and virtual environment. Utilizing three levels of FOV, and two levels of task difficulty, subjects performed a reciprocal tapping task. FOV was found to differentially affect movement time performance between the two environments for the moderate level of task difficulty, but not for the more highly difficult level. This significant effect for longer movement times in the virtual environment was traced to the smallest FOV, involving those targets appearing outside the instantaneous FOV. Movement times in the virtual environment were also uncharacteristically nonlinear across target configurations within the same level of difficulty. These findings, as well as other movement time differences between environments, are discussed in terms of image resolution, stereopsis and helmet weight considerations.


Author(s):  
Yiwei Wu ◽  
Zhili Zhou ◽  
Zhiqiang Xi ◽  
Jishun Li

Aimed at the drawbacks of traditional method of spot evaluation for tractor cabs, such as low effectiveness and high expense, this paper established a new method of tractor cab design and evaluation, which included formulating ergonomic evaluation process, creating virtual models of tractor cab and operators, building virtual environment of tractor cab man-machine system and conducting ergonomic evaluation. The YTO-1604 wheeled tractor has been taken as the analysis object, the layouts of its seat, accelerator pedal, clutch pedal, brake pedal, gear shift lever, steering wheel and other major parts were optimized. The optimized model was created by UG, then it was imported into JACK, thus the object for analysis was created. To accommodate the Chinese tractor operator population, the 95th, 50th and 5th percentile virtual operator models which respectively stands for the big figure, medium figure and small figure of Chinese adult males for ergonomic evaluation were created in JACK, and the angular comfort range for human body joints were determined. The 50th percentile operator was adjusted to a cozy posture through human control module, with hands holding steering wheel, left foot naturally put on clutch pedal, while right foot flat placed on the floor. The operator was located to the h point of seat in the optimized cab model, thus the man-machine virtual environment was completely built. Then the reach zone of the 5th percentile operator and the visual field of the 95th percentile operator were generated, the 95th percentile operator’s comfort was evaluated and the forces of the 95th percentile operator’s spinal L4/L5 were calculated. The results showed that the gear shift lever, steering wheel and control panel were located in the accessible reach zones, conforming to manipulation requirements. Control panel and windshield (except for part of the side windshield which could be observed by moving head) were contained in the visual field, according with vision design standard. The overall comfort score of the 95th percentile operator’s different body parts was 24.5, which indicated that the operator was in good condition and the design conformed to physiological requirements. The lower back compression force of the 95th percentile operator was 742, representing a nominal risk of lower back injury for operators. Thus, the rationality of cab layout scheme was well verified. This paper provides a method for the ergonomic design and evaluation of tractor cabs.


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