liz bathrick dr. gallimore - hfe606 wsu - fall 2002 liz bathrick dr. gallimore - hfe606 wsu - fall...
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Bathrick, HFE 606 Fall 2002 - #2 Bathrick, HFE 606 Fall 2002 - #2
An artificial environment created with computer hardware and software and presented to the user in such a way that it appears and feels like a real environment. (webopedia)
Complex DMT CAVE
Fully Immersive
Simple Games - “Myst” Web Portals
Bathrick, HFE 606 Fall 2002 - #3 Bathrick, HFE 606 Fall 2002 - #3
Interactive
Immersive
Colla
bora
tive
Bathrick, HFE 606 Fall 2002 - #4 Bathrick, HFE 606 Fall 2002 - #4
“Virtual Reality” Used & Abused (Games) Relatively Expensive Currently most true VEs are research or
training oriented - Military Training & Analysis Institutional / Educational
Biomedical Research Science & Engineering Education & Training
Some entertainment venues (Disney, movies, games)
Bathrick, HFE 606 Fall 2002 - #5 Bathrick, HFE 606 Fall 2002 - #5
Human Performance &
Efficiency Health & Safety Problems Potential Behavioral & Social
Issues
Bathrick, HFE 606 Fall 2002 - #6 Bathrick, HFE 606 Fall 2002 - #6
Specific Study Areas: HMD ease of use & comfort in
VEs Human visual performance
viewing Computer Generated VEs.
Tactile, haptic & force feedback Design & evaluation of VE
training systems.
Bathrick, HFE 606 Fall 2002 - #7 Bathrick, HFE 606 Fall 2002 - #7
Discussion with Rotocraft Pilot’s Associate (RPA) HMD Designer - Reid Benes Augmented RealityA Keiser Optical Helmet
Full glass display 3D Spatial audio
Design issues RPA HMD
Bathrick, HFE 606 Fall 2002 - #8 Bathrick, HFE 606 Fall 2002 - #8
Field of View (FOV)As large as possible - slower update
time, but subject will have stronger feeling of immersion
Display should closely match scene FOV Large differences can lead to errors &
difficulty in spatial judgements for depth & size of objects.
For augmented environments matching FOV is extremely important. e.g. Target acquistion overlay
Bathrick, HFE 606 Fall 2002 - #9 Bathrick, HFE 606 Fall 2002 - #9
NavigationWalking while looking around in rich
VE can cause more problems then moving straight ahead through an VE (like flying).
Speed of navigation in VEs can contribute to simulator sickness.
Bathrick, HFE 606 Fall 2002 - #10
Bathrick, HFE 606 Fall 2002 - #10
Color - Full color displays bestHead Tracking - Very tricky
Can deter from the experience - esp. if yaw & roll are not well compensated for (3D head tracking)
Can be physically complicated if the user is moving around interacting in the VE - headtracking systems require close proximity to the sensors.
Bathrick, HFE 606 Fall 2002 - #11
Bathrick, HFE 606 Fall 2002 - #11
Stereoscopic ViewAllows system to put information at
different focal lengths for user to perceive 3D information - necessary for immersive systems.
Fixed focal length at infinity so user can see the outside world. RPA looked at being able to display different
types of information at different areas in the visual field & also at different focal lengths to reduce clutter and information overload.
Bathrick, HFE 606 Fall 2002 - #12
Bathrick, HFE 606 Fall 2002 - #12
System Trust -Very important for applications trying
to augment or model real world - e.g. surgical applications or flight decks.
Trusting VE too much when data isn't reliable can lead to errors or accidents.
Some current discussions about how to display error bars, or data reliability in the environment.
Bathrick, HFE 606 Fall 2002 - #13
Bathrick, HFE 606 Fall 2002 - #13
Fixed Focus/Vergence & Line of SightField of View - Diag, Vert, HorizEyewear compatibilityBinocular Rivalry w/Monocular HMDsInterpupilary Distance Exit PupilWeight & BalanceBrightness & Contrast Ratio
Bathrick, HFE 606 Fall 2002 - #14
Bathrick, HFE 606 Fall 2002 - #14
“Cybersickness” vs. Motion sickness User may not be actually moving Effect may be residual after VE experience for hours or even days
Sensory Conflict Theory Perceived cues don’t add up - see one thing, feel /hear another - Usually visual & vestibular mismatch
Poison Theory Body is physiologically fooled into reacting like it has been poisoned
Bathrick, HFE 606 Fall 2002 - #15
Bathrick, HFE 606 Fall 2002 - #15
Postural Instability Theory Instability in the control of the posture of the body and/or its segments - Most predictive through vibration and oscillation experiments
Contributing Factors System: Position tracking, lag, flicker, resolution Subject: Age, gender, health, experience Task: Scene content, movement quantity, control, & duration
Bathrick, HFE 606 Fall 2002 - #16
Bathrick, HFE 606 Fall 2002 - #16
Largely related to HMDs
Synchronization of Visual, Audio & Haptic devices - lag time, logical movements, LOS
The basic question is: Will this system meet or exceed the visual requirements of the human user?
Bathrick, HFE 606 Fall 2002 - #18
Bathrick, HFE 606 Fall 2002 - #18
Gloves, Levitation Wands,Trackballs, Robotic Arms... Degrees-of-freedom (DOF) Spatial resolution Resistance (isotonic vs isometric) Body-centered interaction (“naturalness"
of design and interaction) Size, weight, comfort, mobility &
portability Mulitple users’ interactions
Bathrick, HFE 606 Fall 2002 - #19
Bathrick, HFE 606 Fall 2002 - #19
How well people learn information is based on: How information is presented How students may interact with it while
they are learning
Intentional Psychology: interaction techniques and biological constraints
Experiential Design: functionally aesthetic environments
Bathrick, HFE 606 Fall 2002 - #20
Bathrick, HFE 606 Fall 2002 - #20
Situated Learning Theory (Intentional psychology) Realistic task performance in authentic setting
provides stronger context and application of learning objectives
Key components: Apprenticeship, Collaboration, Reflection, Coaching, Multiple practice, Articulation of learning skills, Realistic representations & technology
Cognitive Models (Experiential Design) Artificial intelligence, agents Can be represented by avatars or actors in VEs
Bathrick, HFE 606 Fall 2002 - #21
Bathrick, HFE 606 Fall 2002 - #21
“Presence” - how immersed is subject? Fidelity - how much is necessary?
Which factors produce correct transfer/coding e.g. Military Flight Simulation
Part task trainers - Control systems Full mission trainers - Tactical /Team ops
Trainee Decision-making in semi-realismCompensations acquired in VE
experience can negatively impact real-world performance
Bathrick, HFE 606 Fall 2002 - #22
Bathrick, HFE 606 Fall 2002 - #22
Social Cognitive Theory
Arousal Theory - desensitization
Identity Construction
Bathrick, HFE 606 Fall 2002 - #23
Bathrick, HFE 606 Fall 2002 - #23
Social Isolation
Impact on development of imaginative and creative skills
Group dynamics & social positioning
Communication feedback - gestures, reactions
Bathrick, HFE 606 Fall 2002 - #24
Bathrick, HFE 606 Fall 2002 - #24
Some real potential benefits to the physically or mentally challenged
Cool Education (as opposed to training)Virtual Gorilla Exhibit Design - Exploration of 15th C. Florence Interaction with historical figures or characters in literature
Bathrick, HFE 606 Fall 2002 - #25
Bathrick, HFE 606 Fall 2002 - #25
VE Technical Group Interests
Human Performance & Efficiency HMDs, Haptics, Training & Education
Health & Safety Problems Simulator Sickness
Potential Behavioral & Social Issues
Bathrick, HFE 606 Fall 2002 - #26
Bathrick, HFE 606 Fall 2002 - #26
How much is too much? Some things are really useful and others are just gimmicky.
Process of Discovery
With all this technology we need to make sure we don’t forget the human!
Bathrick, HFE 606 Fall 2002 - #27
Bathrick, HFE 606 Fall 2002 - #27
Benes, Reid. Personal Interview. November 15, 2002. W. Bricken, G. Coco, "The VEOS Project", Technical report, Human Interface
Technology Lab, University of Washington,(1993). Gabbard, J., Hix, D. “Taxonomy of Usability Characteristics in Virtual
Environments”. Final Report to the Office of Naval Research. (November 1997) LaViola, Joseph J., Jr. “A Discussion of Cybersickness in Virtual Environments”
SIGCHI Bulletin Volume 32, Number 1 (January 2000) Stanney, Kay M. Handbook of Virtual Environments : Design, Implementation,
and Applications Human Factors and Ergonomics. Mahwah, N.J. Lawrence Erlbaum Associates, Inc., 2002.
Chpater 3 - Vision and Virtual Environments Chapter 24 - Spatial Orientation, Wayfinding,And Representation Chapter 33 -The Social Impact of Virtual Environment Technology
Winn, William. “Learning in Interactive and Immersive Environments” Presented at the Conference "Media and Higher Education” National Institute for Multimedia Education Chiba, Japan,(November, 1995)
Bathrick, HFE 606 Fall 2002 - #28
Bathrick, HFE 606 Fall 2002 - #28
Cybersickness.org http://www.cybersickness.org/web_index.htm Motion Sickness: Human And Medical Factors Index Page, Marbella 1997
http://www.ait.nrl.navy.mil/MSC/marbella_abstracts.htm#a11 HFES VE Tech Group http://vered.rose.utoronto.ca/HFESVE.html McLaughlin Consulting Group - “Human Factors Impact on Near-eye Design”
http://www.mcgweb.com/reports/usdc_doe.htm VISERG - Visual Ergonomics Research Group Loughborough University
http://www.lboro.ac.uk/departments/hu/groups/viserg/viserg1.htm
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