Effect Of Viewing Conditions On Sickness And Distance Estimation In A Virtual Environment

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Effect of Viewing Conditions on Sickness and Distance Estimation in a Virtual Environment

Author : Jennifer A. Ehrlich
Publisher : Unknown
Page : 56 pages
File Size : 50,6 Mb
Release : 2000
Category : Soldiers
ISBN : UIUC:30112032827617

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Effect of Viewing Conditions on Sickness and Distance Estimation in a Virtual Environment by Jennifer A. Ehrlich Pdf

"Previous research indicates that Helmet Mounted Displays (HMDs) using stereoscopic presentation techniques induce greater Simulator Sickness symptomology than a biocular presentation. However, neither of these presentation methods takes into account the different perspective each eye normally receives as a result of each eye turning to fixate on objects in different depth planes, referred to as vergence movements. The present study examined the effects of a vergence algorithm moderating the stereoscopic display in an HMD in a within subjects comparison to standard stereoscopic and biocular presentations. The experiment used a distance estimation task and the other major variable was incidence of simulator sickness. The experiment task required moving through rooms in a virtual environment and providing distance estimates to different objects. The findings suggest that most participants would recover more easily from simulator sickness symptoms with a vergence viewing condition. However, because this study shows a wide range of individual differences, a vergence adjustment to stereoscopic presentation should not be expected to eliminate the number of participants withdrawing, but only to reduce their number when repeated exposures are involved. Also, the range of individual differences indicates a need for multiple measures of symptomology not only to help identify individuals who are under duress, but to better assess when they have adapted. One candidate measure of duress is dark vergence, based on its objective scaling, its relevance to adaptation, and its correlation with 55 sub-scale scores."--DTIC.

Technical Report

Author : Anonim
Publisher : Unknown
Page : 520 pages
File Size : 41,7 Mb
Release : 1995
Category : Military research
ISBN : UOM:39015081877923

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Technical Report by Anonim Pdf

Being Really Virtual

Author : Frank Steinicke
Publisher : Springer
Page : 166 pages
File Size : 43,6 Mb
Release : 2016-10-22
Category : Computers
ISBN : 9783319430782

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Being Really Virtual by Frank Steinicke Pdf

This book focuses on the recent developments of virtual reality (VR) and immersive technologies, what effect they are having on our modern, digitised society and explores how current developments and advancements in this field are leading to a virtual revolution. Using Ivan Sutherland's ‘The Ultimate Display’ and Moore’s law as a springboard, the author discusses both popular scientific and technological accounts of the past, present and possible futures of VR, looking at current research trends, developments, challenges and ethical considerations to the coming age of differing realities. Being Really Virtual is for researchers, designers and developers of VR and immersive technologies and anyone with an interest in the exponential rise of such technologies and how they are changing the very way we perceive, interact and communicate within our digital society.

Getting Rid of Cybersickness

Author : Andras Kemeny,Jean-Rémy Chardonnet,Florent Colombet
Publisher : Springer Nature
Page : 148 pages
File Size : 52,7 Mb
Release : 2020-10-19
Category : Computers
ISBN : 9783030593421

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Getting Rid of Cybersickness by Andras Kemeny,Jean-Rémy Chardonnet,Florent Colombet Pdf

This book provides a concise overview of VR systems and their cybersickness effects, giving a description of possible reasons and existing solutions to reduce or avoid them. Moreover, the book explores the impact that understanding how efficiently our brains are producing a coherent and rich representation of the perceived outside world would have on helping VR technics to be more efficient and friendly to use. Getting Rid of Cybersickness will help readers to understand the underlying technics and social stakes involved, from engineering design to autonomous vehicle motion sickness to video games, with the hope of providing an insight of VR sickness induced by the emerging immersive technologies. This book will therefore be of interest to academics, researchers and designers within the field of VR, as well as industrial users of VR and driving simulators.

Virtual and Augmented Reality (VR/AR)

Author : Ralf Doerner,Wolfgang Broll,Paul Grimm,Bernhard Jung
Publisher : Springer Nature
Page : 435 pages
File Size : 55,9 Mb
Release : 2022-01-12
Category : Computers
ISBN : 9783030790622

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Virtual and Augmented Reality (VR/AR) by Ralf Doerner,Wolfgang Broll,Paul Grimm,Bernhard Jung Pdf

This comprehensive textbook offers a scientifically sound and at the same time practical introduction to Virtual and Augmented Reality (VR/AR). Readers will gain the theoretical foundation needed to design, implement or enhance VR/AR systems, evaluate and improve user interfaces and applications using VR/AR methods, assess and enrich user experiences, and develop a deeper understanding of how to apply VR/AR techniques. Whether utilizing the book for a principal course of study or reference reading, students of computer science, education, media, natural sciences, engineering and other subject areas can benefit from its in-depth content and vivid explanation. The modular structure allows selective sequencing of topics to the requirements of each teaching unit and provides an easy-to-use format from which to choose specific themes for individual self-study. Instructors are provided with extensive materials for creating courses as well as a foundational text upon which to build their advanced topics. The book enables users from both research and industry to deal with the subject in detail so they can properly assess the extent and benefits of VR/AR deployment and determine required resources. Technology enthusiasts and professionals can learn about the current status quo in the field of VR/AR and interested newcomers can gain insight into this fascinating world. Grounded on a solid scientific foundation, this textbook, addresses topics such as perceptual aspects of VR/AR, input and output devices including tracking, interactions in virtual worlds, real-time aspects of VR/AR systems and the authoring of VR/AR applications in addition to providing a broad collection of case studies.

Human-Computer Interaction. Theory, Design, Development and Practice

Author : Masaaki Kurosu
Publisher : Springer
Page : 628 pages
File Size : 41,8 Mb
Release : 2016-07-04
Category : Computers
ISBN : 9783319395104

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Human-Computer Interaction. Theory, Design, Development and Practice by Masaaki Kurosu Pdf

The 3-volume set LNCS 9731, 9732, and 9733 constitutes the refereed proceedings of the 18th International Conference on Human-Computer Interaction, HCII 2016, held in Toronto, ON, Canada, in July 2016. The total of 1287 papers and 186 posters presented at the HCII 2016 conferences and were carefully reviewed and selected from 4354 submissions. The papers thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The volumes constituting the full 27-volume set of the conference proceedings.

Task Performance in Virtual Environments

Author : Michael J. Singer
Publisher : Unknown
Page : 56 pages
File Size : 47,7 Mb
Release : 1995
Category : Helmet-mounted displays
ISBN : UVA:X004102365

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Task Performance in Virtual Environments by Michael J. Singer Pdf

Handbook of Virtual Environments

Author : Kelly S. Hale,Kay M. Stanney
Publisher : CRC Press
Page : 1450 pages
File Size : 47,7 Mb
Release : 2014-09-10
Category : Technology & Engineering
ISBN : 9781466511842

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Handbook of Virtual Environments by Kelly S. Hale,Kay M. Stanney Pdf

A Complete Toolbox of Theories and Techniques The second edition of a bestseller, Handbook of Virtual Environments: Design, Implementation, and Applications presents systematic and extensive coverage of the primary areas of research and development within VE technology. It brings together a comprehensive set of contributed articles that address the principles required to define system requirements and design, build, evaluate, implement, and manage the effective use of VE applications. The contributors provide critical insights and principles associated with their given areas of expertise to provide extensive scope and detail on VE technology and its applications. What’s New in the Second Edition: Updated glossary of terms to promote common language throughout the community New chapters on olfactory perception, avatar control, motion sickness, and display design, as well as a whole host of new application areas Updated information to reflect the tremendous progress made over the last decade in applying VE technology to a growing number of domains This second edition includes nine new, as well as forty-one updated chapters that reflect the progress made in basic and applied research related to the creation, application, and evaluation of virtual environments. Contributions from leading researchers and practitioners from multidisciplinary domains provide a wealth of theoretical and practical information, resulting in a complete toolbox of theories and techniques that you can rely on to develop more captivating and effective virtual worlds. The handbook supplies a valuable resource for advancing VE applications as you take them from the laboratory to the real-world lives of people everywhere.

Computer Vision – ECCV 2020

Author : Andrea Vedaldi,Horst Bischof,Thomas Brox,Jan-Michael Frahm
Publisher : Springer Nature
Page : 840 pages
File Size : 46,7 Mb
Release : 2020-11-03
Category : Computers
ISBN : 9783030585921

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Computer Vision – ECCV 2020 by Andrea Vedaldi,Horst Bischof,Thomas Brox,Jan-Michael Frahm Pdf

The 30-volume set, comprising the LNCS books 12346 until 12375, constitutes the refereed proceedings of the 16th European Conference on Computer Vision, ECCV 2020, which was planned to be held in Glasgow, UK, during August 23-28, 2020. The conference was held virtually due to the COVID-19 pandemic. The 1360 revised papers presented in these proceedings were carefully reviewed and selected from a total of 5025 submissions. The papers deal with topics such as computer vision; machine learning; deep neural networks; reinforcement learning; object recognition; image classification; image processing; object detection; semantic segmentation; human pose estimation; 3d reconstruction; stereo vision; computational photography; neural networks; image coding; image reconstruction; object recognition; motion estimation.

Virtual Environments for Dismounted Soldier Training and Performance

Author : Anonim
Publisher : Unknown
Page : 86 pages
File Size : 55,6 Mb
Release : 1998
Category : Computer simulation
ISBN : UIUC:30112041290666

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Virtual Environments for Dismounted Soldier Training and Performance by Anonim Pdf

"The U.S. Army has made a considerable investment in the use of virtual environments (VE) to train combat forces, to evaluate new systems and operational concepts, and to rehearse specific missions. While these simulations have predominately focused on training and simulation for mounted soldiers, there is also a need to train infantry and other dismounted soldiers. Although VEs have the potential to immerse dismounted soldiers directly in simulations, there are few successful examples of the use of VE to provide effective training. The effective use of VE for training requires identification of the types of tasks for which VE training is most appropriate, the characteristics of VE systems that are required to provide effective training, and the training strategies that are most appropriate for use with VE. This report presents recommendations for the use of VE for dismounted soldier training and mission rehearsal, and identifies needed future research. They are based on the results of an ARI in-house research program, related programs for which ARI scientists have participated, and the work of other VE researchers. Recommendations include types of tasks for which training in VE is and is not appropriate, interface design recommendations, and ways to reduce side- and after-effects. "-- Report documentation page.

Virtual Reality for Sensorimotor Rehabilitation of Neurological Health Conditions Across the Lifespan

Author : Carlos Bandeira de Mello Monteiro,Helen Dawes,Judith Erica Deutsch
Publisher : Frontiers Media SA
Page : 117 pages
File Size : 40,6 Mb
Release : 2022-01-13
Category : Medical
ISBN : 9782889740642

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Virtual Reality for Sensorimotor Rehabilitation of Neurological Health Conditions Across the Lifespan by Carlos Bandeira de Mello Monteiro,Helen Dawes,Judith Erica Deutsch Pdf

Cybersickness in Virtual Reality Versus Augmented Reality

Author : Kay Marie Stanney,Ben D. Lawson,Charles McMaster Oman
Publisher : Frontiers Media SA
Page : 163 pages
File Size : 53,6 Mb
Release : 2021-12-06
Category : Technology & Engineering
ISBN : 9782889718122

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Cybersickness in Virtual Reality Versus Augmented Reality by Kay Marie Stanney,Ben D. Lawson,Charles McMaster Oman Pdf

Why People Get Lost

Author : Paul A. Dudchenko
Publisher : Unknown
Page : 313 pages
File Size : 53,8 Mb
Release : 2010
Category : Psychology
ISBN : 9780199210862

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Why People Get Lost by Paul A. Dudchenko Pdf

At some point in our lives, most of us have been lost. How does this happen? What are the limits of our ability to find our way? Do we have an innate sense of direction? 'How people get lost' reviews the psychology and neuroscience of navigation. It starts with a history of studies looking at how organisms solve mazes. It then reviews contemporary studies of spatial cognition, and the wayfinding abilities of adults and children. It then considers how specific parts of the brain provide a cognitive map and a neural compass. This book also considers the neurology of spatial disorientation, and the tendency of patients with Alzheimer's disease to lose their way. Within the book, the author considers that, perhaps we get lost simply because our brain's compass becomes misoriented. This book is written for anyone with an interest in navigation and the brain. It assumes no specialised knowledge of neuroscience, but covers recent advances in our understanding of how the brain represents space.

S3D Dashboard

Author : Florian Weidner
Publisher : Springer Nature
Page : 202 pages
File Size : 55,9 Mb
Release : 2021-08-12
Category : Technology & Engineering
ISBN : 9783658351472

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S3D Dashboard by Florian Weidner Pdf

Over the last decades, the interior of cars has been constantly changing. A promising, yet unexplored, modality are large stereoscopic 3D (S3D) dashboards. Replacing the traditional car dashboard with a large display and applying binocular depth cues, such a user interface (UI) could provide novel possibilities for research and industry. In this book, the author introduces a development environment for such a user interface. With it, he performed several driving simulator experiments and shows that S3D can be used across the dashboard to support menu navigation and to highlight elements without impairing driving performance. The author demonstrates that S3D has the potential to promote safe driving when used in combination with virtual agents during conditional automated driving. Further, he present results indicating that S3D navigational cues improve take-over maneuvers in conditional automated vehicles. Finally, investigating the domain of highly automated driving, he studied how users would interact with and manipulate S3D content on such dashboards and present a user-defined gesture set.