Human factors of Virtual-Reality (VR) and studying humans using VR презентация

Содержание

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Devices of Virtual-Reality (VR)

Head-mounted display: a pair of small displays (one for

each eye; e.g. Oculus-rift, HTC-Vive, Sony-PS-VR, Google Cardboard)
Large display (or displays) with stereo-shutter/polarized glasses (e.g. CAVE)

http://www.techworld.com/picture-gallery/cloud/virtual-reality-gets-real-3400143/

Devices of Virtual-Reality (VR) Head-mounted display: a pair of small displays (one for

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Theories of VR
Problems of VR
Applications of VR

https://en.wikipedia.org/wiki/Virtual_reality_sickness

Theories of VR Problems of VR Applications of VR https://en.wikipedia.org/wiki/Virtual_reality_sickness

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From a Display to a VR-device

Large Field of View

Stereo

Motion-parallax

and more…

(Movie)

(3D-Movie)

© Nabeel Hyatt

Interaction

From a Display to a VR-device Large Field of View Stereo Motion-parallax and

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Large field of view

A large field of view is important for perceiving “vection”

(visually-evoked-action) from a visual stimulus.

Palmisano et al. (2015)

Väljamäe et al. (2008)

Large field of view A large field of view is important for perceiving

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Stereo (binocular-disparity)

3~14% of people are stereo-blind/-deficient (Gaudia et al., 2014).
Synopter for 3D perception.

http://binnenland.eenvandaag.nl/radio-items/60101/ik_neem_je_mee_synopter_in_het_rijksmuseum
http://www2.aimnet.ne.jp/nakahara/3dart/3genri6.html


(Moritz von Rohr, patented by CarlZeiss, 1907)

Wijntjes et al. (2016), Koenderink, van Doorn, & Kappers (1994)

Beam-splitter

Stereo (binocular-disparity) 3~14% of people are stereo-blind/-deficient (Gaudia et al., 2014). Synopter for

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Motion-parallax

https://youtu.be/Jd3-eiid-Uw

https://youtu.be/leg2gS6ShZw

We perceive 3D if an image on a display changes synchronously with our

head motion. If the image does not change…

Motion-parallax https://youtu.be/Jd3-eiid-Uw https://youtu.be/leg2gS6ShZw We perceive 3D if an image on a display changes

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We perceive a correct 3D scene only from a correct viewing position.
If we

change a viewing position, an image on an display should synchronously change.

Images viewed from correct/incorrect positions

We perceive a correct 3D scene only from a correct viewing position. If

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Other types of sensory information for VR

Vestibular information
Somatosensory information
(including tactile information)
Auditory information
Haptic information
Olfactory

information
Gustatory information

Other types of sensory information for VR Vestibular information Somatosensory information (including tactile

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Vestibular information

© Nevit Dilmen

The vestibular system (semicircular-canals, utricle, saccule) is for perception of

body/head orientation and motion. In short, it is an accelerometer for rotational (3df) and linear (3df) motions. It cannot detect position or speed but acceleration.

Vestibular information © Nevit Dilmen The vestibular system (semicircular-canals, utricle, saccule) is for

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The vestibular system is controlled in scientific experiments often by (1) using the

gravity by changing a head/body orientation or (2) physically moving the head/body.

Vestibular information

Demo: Make your face upward. The vestibular system detects acceleration from front to back of your face because of the gravity.

The vestibular system is controlled in scientific experiments often by (1) using the

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The vestibular system can be stimulated artificially using Galvanic-Vestibular-Stimulation and it causes reflexive

actions of a body. However, mechanism of this phenomenon and a relation between the stimulation and the response of the system is still unclear (Fitzpatrick & Day, 2006).

Vestibular information

https://youtu.be/oefVaHDo5xg

https://youtu.be/yZ_G_zbObWU

The vestibular system can be stimulated artificially using Galvanic-Vestibular-Stimulation and it causes reflexive

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Somatosensory information

Somatosensory information is about changes of body parts (inside/outside). For VR, mechanical

movements of a body and physical interaction of the body with a 3D scene (e.g. air pressure).

Somatosensory information Somatosensory information is about changes of body parts (inside/outside). For VR,

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http://www.techworld.com/picture-gallery/cloud/virtual-reality-gets-real-3400143/

Somatosensory information

Interface for the human somatosensory system.

http://www.techworld.com/picture-gallery/cloud/virtual-reality-gets-real-3400143/ Somatosensory information Interface for the human somatosensory system.

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Somatosensory information

https://www.xataka.com/galeria/birdly-vr/2/

http://kaji-lab.jp/en/index.php?research

Interface for the human somatosensory system.

Somatosensory information https://www.xataka.com/galeria/birdly-vr/2/ http://kaji-lab.jp/en/index.php?research Interface for the human somatosensory system.

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Visual, Vestibular, and Somatosensory information

Water: Vestibular = 1G↓, Somatosensory ≈ Neutral

(pressure from

all directions)

If you have any vestibular problem, you should not do scuba diving.
It is dangerous because you may not well perceive vertical direction.

Visual, Vestibular, and Somatosensory information Water: Vestibular = 1G↓, Somatosensory ≈ Neutral (pressure

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Visual, Vestibular, and Somatosensory information

Space: Vestibular = 0G, Somatosensory = Neutral

http://www.artemjew.ru/

(no pressure

from any direction)

Visual, Vestibular, and Somatosensory information Space: Vestibular = 0G, Somatosensory = Neutral http://www.artemjew.ru/

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Visual, Vestibular, and Somatosensory information

Space: Vestibular = 0G, Somatosensory = Neutral

(no pressure

from any direction)

http://www.faust-ag.jp/soul/adventure/soul142.php

This situation can be roughly emulated in an airplane dropping down.

Visual, Vestibular, and Somatosensory information Space: Vestibular = 0G, Somatosensory = Neutral (no

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Visual, Vestibular, and Somatosensory information

Drop1: Vestibular = 0G, Somatosensory = motion↓ (wind)
Drop2:

Vestibular = 1G↓, Somatosensory = motion↓
(Downward speed becomes constant because of air resistance)

Skydive Lillo Centro de Paracaidismo

Visual, Vestibular, and Somatosensory information Drop1: Vestibular = 0G, Somatosensory = motion↓ (wind)

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Visual, Vestibular, and Somatosensory information

Drop1: Vestibular = 0G, Somatosensory = motion↓ (wind)
Drop2:

Vestibular = 1G↓, Somatosensory = motion↓
(Downward speed becomes constant because of air resistance)

Parachute1: Vestibular = x G↑, Somatosensory = motion↓ + hanged
Parachute2: Vestibular = 1G↓, Somatosensory = motion↓ + hanged

Visual, Vestibular, and Somatosensory information Drop1: Vestibular = 0G, Somatosensory = motion↓ (wind)

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Visual, Vestibular, and Somatosensory information

http://www.ultravr.org/virtualreality/top-things-to-do-virtual-reality/

Drop1: Vestibular = 0G, Somatosensory = motion↓ (wind)
Drop2:

Vestibular = 1G↓, Somatosensory = motion↓
(Downward speed becomes constant because of air resistance)

Parachute1: Vestibular = x G↑, Somatosensory = motion↓ + hanged
Parachute2: Vestibular = 1G↓, Somatosensory = motion↓ + hanged

Visual, Vestibular, and Somatosensory information http://www.ultravr.org/virtualreality/top-things-to-do-virtual-reality/ Drop1: Vestibular = 0G, Somatosensory = motion↓

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All visual, vestibular, and somatosensory (action) information contributes to perception of a self-spatial

position (Dorsal hippocampus).

Aghajan et al. (2015)
Ravassard et al. (2013)
Cushman et al. (2013)

Visual, Vestibular, and Somatosensory information

All visual, vestibular, and somatosensory (action) information contributes to perception of a self-spatial

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Visual, Vestibular, and Somatosensory information

Perception of a visual stimulus on a computer

screen is mostly affected by somatosensory/tactile information from a bar grabbed (Harris et al., 2017).

The somatosensory information is more effective under a condition of this study. It is unclear how much this result can be generalized to other conditions. Namely, we may observe different results in an experiment with different design.
Note that vestibular system can be tuned for ordinal voluntary head motions (Barlow & Mollon, 1982). If acceleration of a head is very different from this, the vestibular system may not work well.

Visual, Vestibular, and Somatosensory information Perception of a visual stimulus on a computer

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Visual, Vestibular, and Somatosensory information

Stimulating all the sensory systems properly in VR

is still a difficult problem. Especially, a viewing position is forced to change quickly by some outside factor.

https://youtu.be/q4ZfnZf8osA

Visual, Vestibular, and Somatosensory information Stimulating all the sensory systems properly in VR

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Visual, Vestibular, and Somatosensory information

http://japanese.engadget.com/2016/04/12/vr-vr-zone-project-i-can/

Stimulating all the sensory systems properly in VR

is still a difficult problem. Especially, a viewing position is forced to change quickly by some outside factor.

Visual, Vestibular, and Somatosensory information http://japanese.engadget.com/2016/04/12/vr-vr-zone-project-i-can/ Stimulating all the sensory systems properly in

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Binaural recording considers shapes of the human ears.

Auditory information

http://twogoodears.blogspot.ru/2016_03_01_archive.html

To listen to binaural recording

sounds, you should choose proper audio devices.

Binaural recording considers shapes of the human ears. Auditory information http://twogoodears.blogspot.ru/2016_03_01_archive.html To listen

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Binaural sound in VR?
There are already some video games with Binaural sound.

Auditory information

Binaural sound in VR? There are already some video games with Binaural sound. Auditory information

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Problems of VR

https://en.wikipedia.org/wiki/Virtual_reality_sickness

Problems of VR https://en.wikipedia.org/wiki/Virtual_reality_sickness

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VR-sickness (Cyber-sickness)

Its “reported symptoms include stomach awareness, burping, salivation, drowsiness, nausea and occasionally

even vomiting, as well as disorientation, dizziness, headaches, difficulty focussing, blurred vision, and eyestrain” (Barrett, 2004, see also Read et al., 2015).
A user of a head-mounted display should take a rest without wearing the head-mounted display every 20 minutes (Kennedy et al., 2000) or whenever she/he experiences any nausea (Hu & Hui, 1997).

VR-sickness (Cyber-sickness) Its “reported symptoms include stomach awareness, burping, salivation, drowsiness, nausea and

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VR-sickness (Cyber-sickness)

Sources and potential sources of VR-sickness
Conflict among Visual, Vestibular, and Somatosensory information


Temporal delay between head-motion and update of an image

Constant lens accommodation
Approximate model of the eye

Slow Screen refresh-rate
Low Screen resolution
Narrow Field of View

Display

Eye-ball

VR-sickness (Cyber-sickness) Sources and potential sources of VR-sickness Conflict among Visual, Vestibular, and

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Display

Eye-ball

Sources and potential sources of VR-sickness
Conflict among Visual, Vestibular, and Somatosensory information
Temporal

delay between head-motion and update of an image

Constant lens accommodation
Approximate model of the eye

Slow Screen refresh-rate
Low Screen resolution
Narrow Field of View

VR-sickness (Cyber-sickness)

Problems 1) and 2) are especially critical for VR-sickness.
Problems 2), 3), 4), and 5) are very technical and are matter of time and money. These problem are getting resolved.
Problems 6) and 7) may be factors causing VR-sickness. But, they are theoretically difficult to be studied and to be resolved.

Display Eye-ball Sources and potential sources of VR-sickness Conflict among Visual, Vestibular, and

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Age limit for 3D contents?

e.g. Sony PSVR (12yo), Oculus-rift (13yo), Nintendo 3DS (6yo)

Age limit for 3D contents? e.g. Sony PSVR (12yo), Oculus-rift (13yo), Nintendo 3DS (6yo)

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At least, there is one case report (Tsukuda & Murai, 1988). A 4yo

child developed strabismus (acute onset esotropia) after watching a 3D movie (probably, 15 min long cartoon animation using anaglyph).

http://d.hatena.ne.jp/koikesan/20140910

Age limit for 3D contents?

Strabismus is developed before 6 years old of life (Hollwich, 1983/1986).
60% of cases before 2yo and the other 40% before 6yo.

But why? We see everything with two eyes everyday!

At least, there is one case report (Tsukuda & Murai, 1988). A 4yo

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Development of the visual system

interpupillary distance (mm)

Pointer (1999)

https://www.slideshare.net/GauriSShrestha/progressive-lens-measurement

Usually, the VR devices assume that

the inter-pupillary distance is 60~65mm. It is too large for young children and this discrepancy causes conflict of 3D information in the visual system.

Inter-pupillary (inter-ocular) distance increases as a person gets older.

The visual system of children should be flexible to accommodate with the growing inter-pupillary distance.

Development of the visual system interpupillary distance (mm) Pointer (1999) https://www.slideshare.net/GauriSShrestha/progressive-lens-measurement Usually, the

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Two centers of the eye

The human eye has two centers: optical-center and rotation-center.


Object

A

B

C

D

E

Optical-center

Two centers of the eye The human eye has two centers: optical-center and

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The human eye has two centers: optical-center and rotation-center.

Retina

Object

A

B

C

D

E

Optical-center

Rotation-center

Two centers of the

eye

The human eye has two centers: optical-center and rotation-center. Retina Object A B

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The human eye has two centers: optical-center and rotation-center.

Retina

Object

A

B

C

D

E

Optical-center

Rotation-center

(Fry & Hill, 1963)

The

distance between these two centers is around 6.3mm (Tschermak-Seysenegg, 1952) or around 11mm (Bingham, 1993).

Two centers of the eye

The human eye has two centers: optical-center and rotation-center. Retina Object A B

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However, the current VR devices assume that the distance between the two centers

is 0 (or use another approximation). This approximation can be critical for head-mounted displays, whose screens are just a few cm away from the eyes.

Retina

Optical-center

Rotation-center

The distance between these two centers is around 6.3mm (Tschermak-Seysenegg, 1952) or around 11mm (Bingham, 1993).

(Fry & Hill, 1963)

The human eye has two centers: optical-center and rotation-center.

Two centers of the eye

However, the current VR devices assume that the distance between the two centers

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Lens focus

If a lens of your eye focuses at some object, other objects

at different distances (closer/further) will be blurred in your retinal image.

http://www.youtube.com/watch?v=GJvH8CiExiM

Using the current VR devices, the eye-lens always focuses at a fixed distance (display + display-lens) no matter how close/far something appears.

Lens focus If a lens of your eye focuses at some object, other

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Lens focus

If a lens of your eye focuses at some object, other objects

at different distances (closer/further) will be blurred in your retinal image.

http://www.youtube.com/watch?v=GJvH8CiExiM

If the objects are placed at 2m and 5m, their images can be blurred very differently (it depends on where you focus and your pupil size).

If the objects are placed at 200m and 500m, their images will be almost equally blurred (or equally focused).

Lens focus If a lens of your eye focuses at some object, other

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Photosensitive epilepsy

Epileptic seizures can be induced by image flickers. An image flicker between

2 Hz and 55 Hz should be avoided for the seizures. This frequency range to avoid is specified in the section 508 of the Rehabilitation Act in the USA (https://www.section508.gov/content/quick-reference-guide, see also Walter, Dovey, & Shipton, 1946; Epilepsy action, 2010).

https://en.wikipedia.org/wiki/Denn%C5%8D_Senshi_Porygon
http://gizmodo.com/a-grand-jury-just-called-tweeting-an-animated-gif-assau-1793477149

Photosensitive epilepsy Epileptic seizures can be induced by image flickers. An image flicker

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Applications of VR/AR

Applications of VR/AR

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Applications of VR/AR

Applications of VR/AR

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Applications of VR/AR for Scientific research

Strabismus and Amblyopia (Vivid Vision; Foss, 2017; Gargantini

et al., 2017)

http://3d4amb.unibg.it/principles.html

Applications of VR/AR for Scientific research Strabismus and Amblyopia (Vivid Vision; Foss, 2017;

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Applications of VR/AR for Scientific research

Psycho exposure therapy: Phobia, PTSD, Other types of

anxiety

http://anxietynetwork.com/content/persistent-negative-attitude-can-undo-benefits-exposure-therapy

https://www.army.mil/article/144048/Virtual_Reality_Exposure_Therapy_helps_resolve_PTSD

Applications of VR/AR for Scientific research Psycho exposure therapy: Phobia, PTSD, Other types

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Applications of VR/AR for Scientific research

Phantom-limb (Dunn, 2017)

http://www.bbc.co.uk/news/magazine-15938103

It can be an alternative method

to Mirror-therapy for Phantom-limb. However, recent results of meta-analysis (Rothgangel, Braun, Beurskens, Seitz, & Wade, 2011) showed that effect of Mirror-therapy is, at most, very weak.

https://www.pinterest.com/jeffreybado/phantom-pain/

Applications of VR/AR for Scientific research Phantom-limb (Dunn, 2017) http://www.bbc.co.uk/news/magazine-15938103 It can be

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Talking with people in different fields…

Talking with people in different fields…

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My (very close) future presentation about VR

Using Virtual-Reality (VR) for Psychological studies: it

is more than a display hanging in front of your eyes
May/17 (Wed) 15:10
Room 106 in HSE School of Psychology (Volgogradskiy Prospect, 46B)
Abstract: Devices of Virtual-Reality (VR), especially head-mounted displays (HM-display), are becoming common. How different are they from existing computer displays? What becomes newly available with the VR devices? Can the VR devices provide any novel method to test humans in scientific studies? What are human-factor problems/questions of the VR devices? I will discuss these questions of the VR devices with reviewing recent psychological studies using the VR devices and with introducing ongoing projects of VR at HSE.

My (very close) future presentation about VR Using Virtual-Reality (VR) for Psychological studies:

Имя файла: Human-factors-of-Virtual-Reality-(VR)-and-studying-humans-using-VR.pptx
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