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1.
Cybersickness is common during virtual reality experiences with head-mounted displays (HMDs). Previously it has been shown that individual differences in postural activity can predict which people are more likely to experience visually-induced motion sickness. This study examined whether such predictions also generalise to the cybersickness experienced during active HMD-based virtual reality. Multisensory stimulation was generated by having participants continuously turn their heads from left to right while viewing the self-motion simulations. Real-time head tracking was then used to create ecological (‘compensated’) and non-ecological (‘inversely compensated’) head-and-display motion conditions. Ten (out of 20) participants reported feeling sick after being exposed to these self-motion simulations. Cybersickness did not differ significantly between the two compensation conditions. However, individual differences in spontaneous postural instability when standing quietly were found to predict the likelihood of subsequently experiencing cybersickness. These findings support recent proposals that postural measures can help diagnose who will benefit the most/least from HMD-based virtual reality.  相似文献   

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3.
Virtual Reality (VR) has been constantly evolving since its early days, and is now a fundamental technology in different application areas. User evaluation is a crucial step in the design and development of VR systems that do respond to users’ needs, as well as for identifying applications that indeed gain from the use of such technology. Yet, there is not much work reported concerning usability evaluation and validation of VR systems, when compared with the traditional desktop setup. The paper presents a user study performed, as a first step, for the evaluation of a low-cost VR system using a Head-Mounted Display (HMD). That system was compared to a traditional desktop setup through an experiment that assessed user performance, when carrying out navigation tasks in a game scenario for a short period. The results show that, although users were generally satisfied with the VR system, and found the HMD interaction intuitive and natural, most performed better with the desktop setup.
Beatriz Sousa SantosEmail:
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4.
Sensory conflict theory explains that motion sickness in virtual reality (VR) systems can be caused due to the mismatch between visual and vestibular senses. This study examines whether coupling physical motions to visual stimuli in VR could reduce this discomfort. A motion-coupled VR system developed on a motion platform, providing vestibular cues to supplement visual roll from a head-mounted display (HMD), was used. Three conditions were tested: visual rotation only (stationary), visual-physical motion synchronised (synchronous), and vestibular motion with a self-referenced visual environment. Results show that when users are placed under a visual-vestibular synchronised condition, their subjective miserable score of cybersickness decreased while their comfort level of the overall experience increased. This indicates that a motion-coupled system, if integrated seamlessly in VR, could mitigate cybersickness symptoms.  相似文献   

5.
Immersive virtual reality (VR) that utilizes head-mounted displays (HMD) is one of the key emerging technologies of the 21st century and has drawn keen attention from consumers, practitioners, and scholars in various disciplines. Nevertheless, the information systems (IS) discipline has neglected immersive VR, given that only a handful of studies have been published in mainstream IS journals. However, the recent advancements in immersive VR technology provide new opportunities for organizations and IS researchers. In light of these points, we reviewed the immersive VR literature to provide a holistic view of opportunities and challenges for organizations and future research directions for the IS field. By examining the technical capabilities of immersive VR and the previous literature, we identified five affordances: embodiment, interactivity, navigability, sense-ability, and create-ability. Our review of the 151 studies from the IS and related fields synthesized how these affordances were utilized in various research domains. Guided by the affordance-actualization theory, we also identified the strategic opportunities and challenges that come with implementing VR. The actualization of immersive VR affordances in organizations is indeed a fruitful area for IS scholars as there are various venues to move the IS field as well as the VR research in the organizational context forward.  相似文献   

6.
Virtual Reality (VR), by its nature and characteristics, is of specific interest to the AI community, particularly in the domains of Storytelling and Intelligent Characters. We argue that VR must be considered a particular narrative medium alongside Theatre, Literature or Cinema. This paper reviews relevant work in narrative theory from Plato onwards, including the work and theories of literary critics [1], cinema critics [2–4] and theatrical dramaturges [5], and analyses the specific characteristics of VR relevant to this theory. Less studied media such as Live Role Playing Games, improvisational drama and participatory drama are also considered. Finally, this document argues for a participatoryprocess-oriented narrative, with particular attention to the specificities and particularities of stories and their possible representation, adapted to the narrative medium Virtual Reality.  相似文献   

7.
Virtual reality (VR) allows users to see and manipulate virtual scenes and items through input devices, like head-mounted displays. In this study, the effects of button size, spacing, and operation method on the usability of virtual buttons in VR environments were investigated. Task completion time, number of errors, and subjective preferences were collected to test different levels of the button size, spacing, and operation method. The experiment was conducted in a desktop setting with Oculus Rift and Leap motion. A total of 18 subjects performed a button selection task. The optimal levels of button size and spacing within the experimental conditions are 25 mm and between 5 mm and 9 mm, respectively. Button sizes of 15 mm with 1-mm spacing were too small to be used in VR environments. A trend of decreasing task completion time and the number of errors was observed as button size and spacing increased. However, large size and spacing may cause fatigue, due to continuous extension of the arms. For operation method, the touch method took a shorter task completion time. However, the push method recorded a smaller number of errors, owing to the visual push-feedback. In this paper, we discuss advantages and disadvantages in detail. The results can be applied to many different application areas with VR HMD using virtual hand interaction.  相似文献   

8.
This study aims to develop an effective and efficient method of analyzing user impressions of a product using virtual prototyping. A method to analyze the relationship between user impressions and design elements of a product using virtual prototyping was proposed, and then the method was applied to the case study of automobile interior design. Thirty‐two participants in the experiment evaluated 32 different virtual prototypes of automobile interiors generated from the combination of 17 design elements. The results of the case study showed that user impressions can be well explained by design elements. Physically large design elements, such as the shapes of frontal area, center fascia, door trim, and steering wheel, were critical areas of automobile interior design. The proposed method is expected to be an effective and efficient alternative for industrial practitioners to analyze user impressions of design alternatives at the early stage of the design process. © 2010 Wiley Periodicals, Inc.  相似文献   

9.
Two-handed assembly with immersive task planning in virtual reality   总被引:1,自引:0,他引:1  
Assembly modelling is the process of capturing entities and activity information related to assembling and assembly. Currently, most CAD systems have been developed to ease the design of individual components, but are limited in their support for assembly designs and planning capability, which are crucial for reducing the cost and processing time in complex design, constraint analysis and assembly task planning. This paper presents a framework of a two-handed virtual assembly (VA) planner for assembly tasks, which coordinates two hands jointly for feature-based manipulation, assembly analysis and constraint-based task planning. Feature-based manipulation highlights the important assembling features (e.g. dynamic reference frames, moving arrow, mating features) to guide users for the ease of assembly and in an efficient and fluid manner. The users can freely navigate and move the mating pair along the collision-free path. The free motion of two-handed input in assembly is further restricted to the allowable motion guided by the constraints recognised on-line. The allowable motion in assembly is planned by the logic steps derived from the analysis of constraints and their translation in the progress of assembly. No preprocessing or predefined assembly sequence is necessary since the planning is produced in real-time upon the two-handed interactions. Mating features and constraints in databases are automatically updated after each assembly to simplify the planning process. The two-handed task planner has been developed and experimented for several assembly examples including a drill (12-parts) and a robot (17-parts). The system can be generally applied for the interactive task planning of assembly-type applications.  相似文献   

10.
《Ergonomics》2012,55(11):1370-1380
This study examined the effects on visual functions of a prolonged handling task within the helmet-mounted display environment. Both version eye movement and accommodative response became gradually slower during the 40-min task. Although delayed presentation of display after head movement noticeably worsened both visual responses, presentation delay after hand movement did not significantly change the sluggishness of responses. Therefore it is suggested that decreasing time delay after head movement is a more important factor in order to improve human performance of handling tasks within the HMD environment.  相似文献   

11.
《Ergonomics》2012,55(7):777-784
This experiment compared the value of real-world training, virtual reality training, and no training in the transfer of learning to the same task performed in real-world conditions. Results provide no evidence of transfer from a virtual reality training environment to a real-world task. There was no significant difference between the virtual reality training group and the group that received no training on the task. The group that received real-world training performed significantly better than both of the other two groups. The results question the utility of virtual training and suggest that in the present configuration, individuals learn performance characteristics specific only to the virtual reality context. Needed improvements to virtual reality for the purpose of enabling the transfer of training are indicated.  相似文献   

12.
继多媒体、计算机网络之后,虚拟现实技术成为在教育领域内最具有应用前景的技术。随着该技术的不断发展,它在数字化校园的建设与应用中将发挥其特有的优势。本文将从虚拟现实技术的概念及特点出发,进一步探讨虚拟现实技术在数字化校园中的具体应用。  相似文献   

13.
To test whether synthetic emotions expressed by a virtual human elicit positive or negative emotions in a human conversation partner and affect satisfaction towards the conversation, an experiment was conducted where the emotions of a virtual human were manipulated during both the listening and speaking phase of the dialogue. Twenty-four participants were recruited and were asked to have a real conversation with the virtual human on six different topics. For each topic the virtual human’s emotions in the listening and speaking phase were different, including positive, neutral and negative emotions. The results support our hypotheses that (1) negative compared to positive synthetic emotions expressed by a virtual human can elicit a more negative emotional state in a human conversation partner, (2) synthetic emotions expressed in the speaking phase have more impact on a human conversation partner than emotions expressed in the listening phase, (3) humans with less speaking confidence also experience a conversation with a virtual human as less positive, and (4) random positive or negative emotions of a virtual human have a negative effect on the satisfaction with the conversation. These findings have practical implications for the treatment of social anxiety as they allow therapists to control the anxiety evoking stimuli, i.e., the expressed emotion of a virtual human in a virtual reality exposure environment of a simulated conversation. In addition, these findings may be useful to other virtual applications that include conversations with a virtual human.  相似文献   

14.
A system for assisting in microneurosurgical training and for delivering interactive mixed reality surgical experience live was developed and experimented in hospital premises. An interactive experience from the neurosurgical operating theater was presented together with associated medical content on virtual reality eyewear of remote users. Details of the stereoscopic 360‐degree capture, surgery imaging equipment, signal delivery, and display systems are presented, and the presence experience and the visual quality questionnaire results are discussed. The users reported positive scores on the questionnaire on topics related to the user experience achieved in the trial.  相似文献   

15.
ABSTRACT

The experience of immersive virtual reality (VR) can be considered as a communication process between human beings, mediated by computer systems, which uses visualisation and other sensory stimulation. In this paper, we analyse how VR characteristics can be explored using semiotic theory and, with methods of generative semiotics, we explore aspects of narrative and interaction in VR. We propose a semiotic analysis of VR communication focusing on syntax, semantics and pragmatics and considering also some principles of generative semiotics. The syntactic level is analysed as determined by the characteristics of the visual communication adopted. The semantic of VR is related to the functional model chosen to realise the virtual system. The pragmatic of VR is based on the human–computer interaction that changes the user's role. We explore how these aspects can be characterised in the context of VR communication design and what principles can be adopted for a VR application, and we present an analysis and a classification of the iconic signs that are being used in VR. Moreover, we present a framework that can be used to classify and describe different kinds of virtual reality systems and to better understand communication in VR, and we use it to classify eight popular systems for e-learning and collaboration.  相似文献   

16.
This study describes how the level of graphical realism required in a virtual social simulation setting can be therapeutically useful in reducing job interview anxiety through exposure. We developed a virtual job interview simulation at a university career service to help student populations faced with the prospect of their first job interview. The virtual job interview simulation can deliver a realistic mock job interview within a high-quality immersive system that is similar to professional virtual reality (VR) systems. We conducted two experimental studies with a common theme: the role of graphical reality of the virtual interviewer and the immersive visual display in the virtual job interview simulation. The results are presented in this study based on a psycho-physiological approach, revealing variation in the distribution of participants′ anxiety state across various VR conditions. The overall conclusion of this study is that the sense of anxiety is less correlated to the graphical realism in VR environment even though the more graphically detailed the virtual human was, the more it provoked a sense of presence. In addition, at least some degree of physical immersion is needed to maintain anxiety levels over the course of VR exposure.  相似文献   

17.
Although most investigators have realized the importance of acoustic simulation in sophisticated VR systems,large computational load involved in this process often contradicts the requirements of real-time interaction,which in return bring on applying the expensive hardware or VR-specific workstations to this area.In order to reduce the computational cost and try to realize the real-time acoustic simulation in software with (or even without)some low-cost hardware,this paper proposes some dynamic mechanisms which can be used as possible strategies embedded into acoustic simulation in VR.Preliminary implementation of those mechanisms has proved to be fairly effective.  相似文献   

18.
With the expansion of nanotechnology, robots based on atomic force microscope (AFM) have been widely used as effective tools for displacing nanoparticles and constructing nanostructures. One of the most limiting factors in AFM-based manipulation procedures is the inability of simultaneously observing the controlled pushing and displacing of nanoparticles while performing the operation. To deal with this limitation, a virtual reality environment has been used in this paper for observing the manipulation operation. In the simulations performed in this paper, first, the images acquired by the atomic force microscope have been processed and the positions and dimensions of nanoparticles have been determined. Then, by dynamically modelling the transfer of nanoparticles and simulating the critical force-time diagrams, a controlled displacement of nanoparticles has been accomplished. The simulations have been further developed for the use of rectangular, V-shape and dagger-shape cantilevers. The established virtual reality environment has made it possible to simulate the manipulation of biological particles in a liquid medium.  相似文献   

19.
The Internet shopping mall has received wide attention from researchers and practitioners due to the fact that it is one of the most killing applications customers can find on the Internet. Though numerous studies have been performed on various issues of the Internet shopping mall, some research issues relating to the user interface of VR (virtual reality) shopping malls still await further empirical investigation. The objective of this study is to investigate whether the user interface of the VR shopping mall positively affects customer satisfaction in comparison with the ordinary shopping mall. For this purpose, we developed a prototype of the VR shopping mall for which the user interface consists of both 3D graphics and an avatar, using it as an experimental medium. 102 valid questionnaires were gathered from active student users of the ordinary shopping mall, and two research hypotheses were then tested to prove whether the three explanatory variables such as convenience, enjoyment, quality assurance improve in the VR shopping mall, and whether customer satisfaction is also significantly enhanced in the VR shopping mall in comparison with the ordinary shopping mall. Additionally, we conducted the PLS (partial least square) analysis to test whether the customer satisfaction is explained significantly by the three explanatory variables or not.  相似文献   

20.
The main objective of this study was to investigate human perception of safe idle time of an industrial robot in a virtual reality environment. Studying operators' perception of robot operational characteristics such as safe robot idle time can help develop hazard prevention strategies, and ultimately improve robot safety. Results of data collected from 32 participants showed that robot size and speed had significant effects on the perception of safe robot idle time. This study also examined operators' perceived acceptability level for the robot speed, perceived level of hazard of robot motion, perceived chance of error, and self-reported mental workload. Results of this study were compared to the findings of Rahimi, M., Karwowski, W. [1990. Human perception of robot safe speed and idle time. Behaviour & Information Technology 9(5), 381–389], in which their experiment was conducted in a real industrial environment. This study demonstrated the feasibility of testing human perception of dynamic moving objects in a virtual reality environment. The virtual reality technology is believed to be capable of modeling a complex machinery system such as a robotic system.Relevance to industry: Human perception of the operational characteristics of industrial robots is an important concern for robot safety since misperception can cause robot operators to err, which in turn can cause injuries and fatalities. Through this study we (1) understand human perception, safety behavior, and decision making in a robotic system and (2) demonstrate the capability of modeling a complex machinery system using virtual reality technology. Our experiments designed to study human perception of safe robot idle time could lead to safety interventions and guidelines or hazard prevention strategy development.  相似文献   

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