Author: Michael J. Singer
Publisher:
ISBN:
Category : Helmet-mounted displays
Languages : en
Pages : 56
Book Description
Task Performance in Virtual Environments
Author: Michael J. Singer
Publisher:
ISBN:
Category : Helmet-mounted displays
Languages : en
Pages : 56
Book Description
Publisher:
ISBN:
Category : Helmet-mounted displays
Languages : en
Pages : 56
Book Description
Task Performance in Virtual Environments
Author: Michael J. Singer
Publisher:
ISBN:
Category : Helmet-mounted displays
Languages : en
Pages : 41
Book Description
Publisher:
ISBN:
Category : Helmet-mounted displays
Languages : en
Pages : 41
Book Description
Spatial Task Performance in Virtual Geographic Environments
Author: Adam John Rousell
Publisher:
ISBN:
Category :
Languages : en
Pages :
Book Description
It is well documented that within Virtual Environments performance in cognitive tasks is diminished, and with the continued use of such environments to train people in various skillsets it is important that this problem be addressed. In this thesis, two areas of spatial cognition are addressed: navigation and distance estimation. Unlike many previous studies, the experiments conducted here are in a large-scale virtual rural environment which poses problems due to the large distances involved and the unrestricted movement of people through it. A virtual representation of the Sorbas region in Spain was produced using Blueberry3D, VegaPrime and ArcMap. Attempts to improve performance were made by the display of information to the user: an overview map to aid in distance estimations; and geo-located 'factoids', or info-marks, to aid in navigation. Analysis was also performed to extract rural environment features that could fall into the classifications of the Urban Image Theory, and a novel visio-analytic approach conducted to analyse track log data collected from the navigation task. Results indicate that neither of the two tools implemented had much effect on user performance. However, a key finding was that the use of both quantitative and qualitative analysis is important in such research, as although quantitative analysis indicated only some significant results, the qualitative analysis highlighted that when the tools were presented users felt far more confident in their results. The visio-analytical approach adopted proved to be extremely useful in identifying performance characteristics that would have been missed by using quantitative analysis alone.
Publisher:
ISBN:
Category :
Languages : en
Pages :
Book Description
It is well documented that within Virtual Environments performance in cognitive tasks is diminished, and with the continued use of such environments to train people in various skillsets it is important that this problem be addressed. In this thesis, two areas of spatial cognition are addressed: navigation and distance estimation. Unlike many previous studies, the experiments conducted here are in a large-scale virtual rural environment which poses problems due to the large distances involved and the unrestricted movement of people through it. A virtual representation of the Sorbas region in Spain was produced using Blueberry3D, VegaPrime and ArcMap. Attempts to improve performance were made by the display of information to the user: an overview map to aid in distance estimations; and geo-located 'factoids', or info-marks, to aid in navigation. Analysis was also performed to extract rural environment features that could fall into the classifications of the Urban Image Theory, and a novel visio-analytic approach conducted to analyse track log data collected from the navigation task. Results indicate that neither of the two tools implemented had much effect on user performance. However, a key finding was that the use of both quantitative and qualitative analysis is important in such research, as although quantitative analysis indicated only some significant results, the qualitative analysis highlighted that when the tools were presented users felt far more confident in their results. The visio-analytical approach adopted proved to be extremely useful in identifying performance characteristics that would have been missed by using quantitative analysis alone.
Telepresence and Performance in an Immersive Virtual Environment and Sporting Task
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages :
Book Description
The purpose of this research was to assess the relationship between telepresence and performance in a synthetic environment. Telepresence is believed to be a mental construct and to enhance task performance in teleoperations and virtual environments. Consequently, it has been identified as a design ideal for synthetic environments. However, there is a limited understanding of telepresence and its relation to task performance. This research involved examination of a range of synthetic environment design features (e.g., viewpoint and auditory cue type) that were suspected to influence telepresence and compared differences in telepresence and task performance caused by manipulations of these factors and task difficulty. A simulated basketball free-throw task was used in which subjects controlled the motions of a virtual basketball player. In addition to the basketball task performance (baskets/goals), subjects were required to report camera flashes in the virtual environment (stadium) and to simultaneously detect strobe light flashes in a real research laboratory. These tasks were designed as secondary-monitoring tasks and were intended to assess subject attention allocation to the virtual and real environments as an indicator of telepresence. Each subject was exposed to a single viewpoint condition including either an egocentric view, an exocentric view from behind the player, an exocentric view from the sideline of the court, or a selectable viewpoint. They were also exposed to four virtual sound conditions including task-relevant sounds, task-irrelevant sounds, a combination of sounds and no sound, as well as two visual display fidelity conditions including a low fidelity stadium composed of rendered walls surrounding the basketball court and a high fidelity stadium that displayed a texture of a crowd watching the game. Finally, the subjects experienced two task difficulty conditions including 2-point and 3-point shots. The order of presentation of the sound, fideli.
Publisher:
ISBN:
Category :
Languages : en
Pages :
Book Description
The purpose of this research was to assess the relationship between telepresence and performance in a synthetic environment. Telepresence is believed to be a mental construct and to enhance task performance in teleoperations and virtual environments. Consequently, it has been identified as a design ideal for synthetic environments. However, there is a limited understanding of telepresence and its relation to task performance. This research involved examination of a range of synthetic environment design features (e.g., viewpoint and auditory cue type) that were suspected to influence telepresence and compared differences in telepresence and task performance caused by manipulations of these factors and task difficulty. A simulated basketball free-throw task was used in which subjects controlled the motions of a virtual basketball player. In addition to the basketball task performance (baskets/goals), subjects were required to report camera flashes in the virtual environment (stadium) and to simultaneously detect strobe light flashes in a real research laboratory. These tasks were designed as secondary-monitoring tasks and were intended to assess subject attention allocation to the virtual and real environments as an indicator of telepresence. Each subject was exposed to a single viewpoint condition including either an egocentric view, an exocentric view from behind the player, an exocentric view from the sideline of the court, or a selectable viewpoint. They were also exposed to four virtual sound conditions including task-relevant sounds, task-irrelevant sounds, a combination of sounds and no sound, as well as two visual display fidelity conditions including a low fidelity stadium composed of rendered walls surrounding the basketball court and a high fidelity stadium that displayed a texture of a crowd watching the game. Finally, the subjects experienced two task difficulty conditions including 2-point and 3-point shots. The order of presentation of the sound, fideli.
Telepresence and Performance in an Immersive Virtual Environment and Sporting Task
Author: Ruiqi Ma
Publisher:
ISBN:
Category :
Languages : en
Pages : 95
Book Description
Keywords: virtual reality, teleoperation, synthetic environment, virtual task performance.
Publisher:
ISBN:
Category :
Languages : en
Pages : 95
Book Description
Keywords: virtual reality, teleoperation, synthetic environment, virtual task performance.
Effect of a Body Model on Performance in a Virtual Environment Search Task
Author: Michael J. Singer
Publisher:
ISBN:
Category : Soldiers
Languages : en
Pages : 46
Book Description
Publisher:
ISBN:
Category : Soldiers
Languages : en
Pages : 46
Book Description
The Influence of Lighting Quality on Presence and Task Performance in Virtual Environments
Author: Paul Michael Zimmons
Publisher:
ISBN:
Category : Computer graphics
Languages : en
Pages : 488
Book Description
Publisher:
ISBN:
Category : Computer graphics
Languages : en
Pages : 488
Book Description
Effects of Display Type on Performance in Virtual Environments
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 53
Book Description
This research was conducted as part of a program to determine interface requirements for enabling dismounted soldiers to train in Virtual Environments (VEs). We compared different VE display devices in terms of their effects on task performance, skill acquisition, and side effects. Forty-eight college students completed a series of visual and psychomotor tasks, a subset of the Virtual Environment Performance Assessment Battery (VEPAB), using either a Head-mounted Display (HMD), a head-tracked boom-mounted display, or a standard computer monitor. Performance on vision tasks was sensitive to differences in display devices and to individual differences. Visual acuity scores were ordered according to estimates of the resolution of the displays, but were worse than what would he predicted from the resolution estimates. In comparison to real-world performance, distance and height estimation in the VEs varied greatly across participants, especially with the HMD. Motor tasks had high reliability, demonstrated small but significant practice effects, and were correlated with participants' use of computers and video games. Unexpectedly, even the standard monitor group showed a significant increase in simulator sickness scores. The VEPAB tasks should prove useful in the future when design tradeoffs must be made in the process of developing training system prototypes.
Publisher:
ISBN:
Category :
Languages : en
Pages : 53
Book Description
This research was conducted as part of a program to determine interface requirements for enabling dismounted soldiers to train in Virtual Environments (VEs). We compared different VE display devices in terms of their effects on task performance, skill acquisition, and side effects. Forty-eight college students completed a series of visual and psychomotor tasks, a subset of the Virtual Environment Performance Assessment Battery (VEPAB), using either a Head-mounted Display (HMD), a head-tracked boom-mounted display, or a standard computer monitor. Performance on vision tasks was sensitive to differences in display devices and to individual differences. Visual acuity scores were ordered according to estimates of the resolution of the displays, but were worse than what would he predicted from the resolution estimates. In comparison to real-world performance, distance and height estimation in the VEs varied greatly across participants, especially with the HMD. Motor tasks had high reliability, demonstrated small but significant practice effects, and were correlated with participants' use of computers and video games. Unexpectedly, even the standard monitor group showed a significant increase in simulator sickness scores. The VEPAB tasks should prove useful in the future when design tradeoffs must be made in the process of developing training system prototypes.
A Framework for Optimizing Manufacturing Task Performance Utilizing a Semi-immersive Virtual Environment
Author: Janet H. Sanders
Publisher:
ISBN:
Category : Manufacturing processes
Languages : en
Pages : 628
Book Description
Extends extant research into the use of virtual reality (VR) for task completion as well as the development of a structure for virtual environment (VE) development. Provides a framework for the development of a VE that provides information for manufacturing task completion.
Publisher:
ISBN:
Category : Manufacturing processes
Languages : en
Pages : 628
Book Description
Extends extant research into the use of virtual reality (VR) for task completion as well as the development of a structure for virtual environment (VE) development. Provides a framework for the development of a VE that provides information for manufacturing task completion.
Virtual Reality Training : the Effect of Presence on Task Performance
Author: Philip Darrel Tidwell
Publisher:
ISBN:
Category : Knowledge, Sociology of
Languages : en
Pages : 138
Book Description
Publisher:
ISBN:
Category : Knowledge, Sociology of
Languages : en
Pages : 138
Book Description