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

Содержание

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)

Слайд 1
Human factors of
Virtual-Reality (VR) and
studying humans using VR

Tadamasa Sawada
School

of Psychology
Higher School of Economics

Слайд 2Devices 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/


Слайд 3Theories of VR
Problems of VR
Applications of VR
https://en.wikipedia.org/wiki/Virtual_reality_sickness


Слайд 4From a Display to a VR-device
Large Field of View
Stereo
Motion-parallax
and more…



(Movie)
(3D-Movie)
© Nabeel

Hyatt

Interaction



Слайд 5Large 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)


Слайд 6Stereo (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


Слайд 7Motion-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…

Слайд 8We 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


Слайд 9Other types of sensory information for VR
Vestibular information
Somatosensory information
(including tactile information)
Auditory

information
Haptic information
Olfactory information
Gustatory information



Слайд 10Vestibular 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.

Слайд 11The 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.


Слайд 12The 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


Слайд 13Somatosensory 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).


Слайд 14http://www.techworld.com/picture-gallery/cloud/virtual-reality-gets-real-3400143/
Somatosensory information
Interface for the human somatosensory system.


Слайд 15Somatosensory information
https://www.xataka.com/galeria/birdly-vr/2/
http://kaji-lab.jp/en/index.php?research
Interface for the human somatosensory system.


Слайд 16Visual, 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.


Слайд 17Visual, Vestibular, and Somatosensory information
Space: Vestibular = 0G, Somatosensory =

Neutral

http://www.artemjew.ru/

(no pressure from any direction)


Слайд 18Visual, 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.


Слайд 19Visual, 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


Слайд 20Visual, 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



Слайд 21Visual, 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




Слайд 22All 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


Слайд 23Visual, 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.


Слайд 24Visual, 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


Слайд 25Visual, 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.

Слайд 26Binaural 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.

Слайд 27Binaural sound in VR?
There are already some video games with Binaural

sound.

Auditory information


Слайд 28Problems of VR
https://en.wikipedia.org/wiki/Virtual_reality_sickness


Слайд 29VR-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).

Слайд 30VR-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


Слайд 31
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.




Слайд 32Age limit for 3D contents?
e.g. Sony PSVR (12yo), Oculus-rift (13yo), Nintendo

3DS (6yo)

Слайд 33At 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!


Слайд 34Development 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.


Слайд 35Two centers of the eye
The human eye has two centers: optical-center

and rotation-center.

Object

A

B

C

D

E



Optical-center


Слайд 36The 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

Слайд 37The 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


Слайд 38However, 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


Слайд 39Lens 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.


Слайд 40Lens 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).


Слайд 41Photosensitive 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


Слайд 42Applications of VR/AR


Слайд 43Applications of VR/AR


Слайд 44Applications of VR/AR for Scientific research
Strabismus and Amblyopia (Vivid Vision; Foss,

2017; Gargantini et al., 2017)

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


Слайд 45Applications 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


Слайд 46Applications 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/


Слайд 47Talking with people in different fields…


Слайд 48My (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.

Слайд 49Спасибо!
tada.masa.sawada@gmail.com
tsawada@hse.ru
https://www.hse.ru/en/staff/tsawada


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