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- 2. Devices of Virtual-Reality (VR) Head-mounted display: a pair of small displays (one for each eye; e.g.
- 3. Theories of VR Problems of VR Applications of VR https://en.wikipedia.org/wiki/Virtual_reality_sickness
- 4. From a Display to a VR-device Large Field of View Stereo Motion-parallax and more… (Movie) (3D-Movie)
- 5. Large field of view A large field of view is important for perceiving “vection” (visually-evoked-action) from
- 6. 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
- 7. 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
- 8. We perceive a correct 3D scene only from a correct viewing position. If we change a
- 9. Other types of sensory information for VR Vestibular information Somatosensory information (including tactile information) Auditory information
- 10. Vestibular information © Nevit Dilmen The vestibular system (semicircular-canals, utricle, saccule) is for perception of body/head
- 11. The vestibular system is controlled in scientific experiments often by (1) using the gravity by changing
- 12. The vestibular system can be stimulated artificially using Galvanic-Vestibular-Stimulation and it causes reflexive actions of a
- 13. Somatosensory information Somatosensory information is about changes of body parts (inside/outside). For VR, mechanical movements of
- 14. http://www.techworld.com/picture-gallery/cloud/virtual-reality-gets-real-3400143/ Somatosensory information Interface for the human somatosensory system.
- 15. Somatosensory information https://www.xataka.com/galeria/birdly-vr/2/ http://kaji-lab.jp/en/index.php?research Interface for the human somatosensory system.
- 16. Visual, Vestibular, and Somatosensory information Water: Vestibular = 1G↓, Somatosensory ≈ Neutral (pressure from all directions)
- 17. Visual, Vestibular, and Somatosensory information Space: Vestibular = 0G, Somatosensory = Neutral http://www.artemjew.ru/ (no pressure from
- 18. Visual, Vestibular, and Somatosensory information Space: Vestibular = 0G, Somatosensory = Neutral (no pressure from any
- 19. Visual, Vestibular, and Somatosensory information Drop1: Vestibular = 0G, Somatosensory = motion↓ (wind) Drop2: Vestibular =
- 20. Visual, Vestibular, and Somatosensory information Drop1: Vestibular = 0G, Somatosensory = motion↓ (wind) Drop2: Vestibular =
- 21. Visual, Vestibular, and Somatosensory information http://www.ultravr.org/virtualreality/top-things-to-do-virtual-reality/ Drop1: Vestibular = 0G, Somatosensory = motion↓ (wind) Drop2: Vestibular
- 22. All visual, vestibular, and somatosensory (action) information contributes to perception of a self-spatial position (Dorsal hippocampus).
- 23. Visual, Vestibular, and Somatosensory information Perception of a visual stimulus on a computer screen is mostly
- 24. Visual, Vestibular, and Somatosensory information Stimulating all the sensory systems properly in VR is still a
- 25. 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
- 26. Binaural recording considers shapes of the human ears. Auditory information http://twogoodears.blogspot.ru/2016_03_01_archive.html To listen to binaural recording
- 27. Binaural sound in VR? There are already some video games with Binaural sound. Auditory information
- 28. Problems of VR https://en.wikipedia.org/wiki/Virtual_reality_sickness
- 29. VR-sickness (Cyber-sickness) Its “reported symptoms include stomach awareness, burping, salivation, drowsiness, nausea and occasionally even vomiting,
- 30. VR-sickness (Cyber-sickness) Sources and potential sources of VR-sickness Conflict among Visual, Vestibular, and Somatosensory information Temporal
- 31. Display Eye-ball Sources and potential sources of VR-sickness Conflict among Visual, Vestibular, and Somatosensory information Temporal
- 32. Age limit for 3D contents? e.g. Sony PSVR (12yo), Oculus-rift (13yo), Nintendo 3DS (6yo)
- 33. At least, there is one case report (Tsukuda & Murai, 1988). A 4yo child developed strabismus
- 34. Development of the visual system interpupillary distance (mm) Pointer (1999) https://www.slideshare.net/GauriSShrestha/progressive-lens-measurement Usually, the VR devices assume
- 35. Two centers of the eye The human eye has two centers: optical-center and rotation-center. Object A
- 36. The human eye has two centers: optical-center and rotation-center. Retina Object A B C D E
- 37. The human eye has two centers: optical-center and rotation-center. Retina Object A B C D E
- 38. However, the current VR devices assume that the distance between the two centers is 0 (or
- 39. Lens focus If a lens of your eye focuses at some object, other objects at different
- 40. Lens focus If a lens of your eye focuses at some object, other objects at different
- 41. Photosensitive epilepsy Epileptic seizures can be induced by image flickers. An image flicker between 2 Hz
- 42. Applications of VR/AR
- 43. Applications of VR/AR
- 44. Applications of VR/AR for Scientific research Strabismus and Amblyopia (Vivid Vision; Foss, 2017; Gargantini et al.,
- 45. 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
- 46. 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
- 47. Talking with people in different fields…
- 48. My (very close) future presentation about VR Using Virtual-Reality (VR) for Psychological studies: it is more
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