Applications of Binocular Parallax Stereoscopic Displays for Tasks Involving Spatial Cognition in 3D Virtual Environments

Author(s):  
Mark Thomas McMahon ◽  
Michael Garrett

Stereoscopic display technologies have seen wide spread application in entertainment and gaming contexts through their ability to intensify the perception of depth. However, their potential for enhancing the development and application of spatial knowledge within a 3D space is not as certain. Existing research suggests that stereoscopic displays can contribute both positively and negatively to the process of spatial cognition within 3D virtual environments. In order to explore this issue, a study comparing experience with binocular parallax stereoscopic displays to standard monoscopic displays was undertaken using a 3D virtual environment that required users to complete tasks using spatial cues. Findings suggested that spatial experience with binocular parallax stereoscopic displays and standard monoscopic displays was comparable in terms of effectiveness, though the experience was subjective and many participants found that binocular parallax stereoscopy created a strong emotional response.

2007 ◽  
Vol 100 (2) ◽  
pp. 675-690 ◽  
Author(s):  
Petra Jansen-Osmann

This review aims to show the potential of using virtual environments in developmental spatial cognition research to advance empirical knowledge and theoretical insight. The facility for easy and economic variations of environmental features, the active, self-determined exploration, and the reliable registration of the navigation behavior using virtual environments allow investigating the development of spatial behavior and spatial knowledge in more detail. As a consequence, a dissociation between spatial behavior and spatial knowledge was observed, leading to the conclusion that spatial context has to be integrated further in any theoretical model regarding development of spatial cognition.


2006 ◽  
Vol 15 (6) ◽  
pp. 627-636 ◽  
Author(s):  
Joan De Boeck ◽  
Chris Raymaekers ◽  
Karin Coninx

3D environments are designed to be intuitive and easy to use. However, when defining interaction in 3D virtual environments, suitable paradigms for accessing objects and user interface elements are often difficult to determine. Several solutions currently exist, all with their strengths and weaknesses, but due to the complexity of the human senses and technical and financial restrictions, none of them is ideal. In this paper, we describe a first step in our research investigating how 3D interaction can be improved by introducing a technique that uses proprioception together with realistic force feedback in order to more easily access objects and widgets in 3D space. In a user experiment, we also validate our newly proposed solution, and compare it to our earlier work.


2003 ◽  
Author(s):  
Carlo Galimberti ◽  
Gloria Belloni ◽  
Maddalena Grassi ◽  
Alberto Cattaneo ◽  
Valentina Manias ◽  
...  

2000 ◽  
Author(s):  
Nathaniel I. Durlach ◽  
Thomas E. von Wiegand ◽  
Andrew Brooks ◽  
Sam Madden ◽  
Lorraine Delhorne

2012 ◽  
Vol 21 (1) ◽  
pp. 58-68 ◽  
Author(s):  
Sergio Moya ◽  
Dani Tost ◽  
Sergi Grau

We describe a graphical narrative editor that we have developed for the design of serious games for cognitive neurorehabilitation. The system is addressed to neuropsychologists. It is aimed at providing them an easy, user-friendly, and fast way of specifying the therapeutical contents of the rehabilitation tasks that constitute the serious games. The editor takes as input a description of the virtual task environment and the actions allowed inside. Therapists use it to describe the actions that they expect patients to do in order to fulfill the goals of the task and the behavior of the game if patients do not reach their goals. The output of the system is a complete description of the task logic. We have designed a 3D game platform that provides to the editor a description the 3D virtual environments, and that translates the task description created in the editor into the task logic. The main advantage of the system is that it is fully automatic, it allows therapists to interactively design the tasks and immediately validate them by realizing it virtually. We describe the design of the two applications and present the results of system testing.


1998 ◽  
Author(s):  
Kevin L. Dean ◽  
Xylar S. Asay-Davis ◽  
Evan M. Finn ◽  
Jeremy A. Friesner ◽  
Bret J. Naylor ◽  
...  

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