Effects of low stereo acuity on performance, presence and sickness within a virtual environment

被引:32
|
作者
Hale, KS [1 ]
Stanney, KM [1 ]
机构
[1] Univ Cent Florida, Dept Ind Engn & Management Syst, Orlando, FL 32816 USA
基金
美国国家航空航天局; 美国国家科学基金会;
关键词
virtual environments; cybersickness; stereovision;
D O I
10.1016/j.apergo.2005.06.009
中图分类号
T [工业技术];
学科分类号
08 ;
摘要
To examine the effect of stereo vision on performance, presence and oculomotor disturbances within a virtual environment (VE), two groups of 23 participants (good stereo acuity/low stereo acuity) were evaluated. Groups were matched in terms of gender, age and VE design factors (the latter were accounted for to ensure a similar VE experience between groups). Participants were immersed in a VE maze for up to I It during which time they interacted with the environment while performing a number of stationary and movement-based tasks. Individuals with low stereo acuity traveled further to complete two tasks in the VE, yet performance time on these tasks was comparable to participants with good stereo acuity. Although participants with impaired stereo vision likely did not fully benefit from a stereoscopic view of the scene, they may have received sufficient depth information from movement-based cues to efficiently accomplish these tasks in a comparable amount of time. Overall performance, based on both the number of tasks completed and the total translational distance moved (based on input device movement) within the VE was not hindered for those with low stereo acuity. In addition, the expected increase in oculomotor disturbances for this group was not evident in this study, and both groups reported comparable amounts of presence from VE exposure. These results suggest that when head tracking is included as part of the VE experience (i.e., motion parallax cues exist), participants with low stereo acuity can be expected to perform comparable to normal sighted individuals, experience a comparable sense of presence, and report no increase in adverse effects when viewing scenes via stereoscopic displays. Thus, motion parallax cues may adequately provide a sense of depth within a VE, and alleviate theorized performance decrements for individuals with low stereo acuity. The results of this study have implications for those designing entertainment simulations or other such applications open to the general public, where people with low stereo acuity may routinely participate. (c) 2005 Elsevier Ltd. All rights reserved.
引用
收藏
页码:329 / 339
页数:11
相关论文
共 50 条
  • [1] Effects of field of view on presence, enjoyment, memory, and simulator sickness in a virtual environment
    Lin, JJW
    Duh, HBL
    Parker, DE
    Abi-Rached, H
    Furness, TA
    [J]. IEEE VIRTUAL REALITY 2002, PROCEEDINGS, 2002, : 164 - 171
  • [2] Simulator sickness and presence in a high FOV virtual environment
    Seay, AF
    Krum, DM
    Hodges, L
    Ribarsky, W
    [J]. IEEE VIRTUAL REALITY 2001, PROCEEDINGS, 2001, : 299 - 300
  • [3] EFFECTS OF TRAINING ON DYNAMIC STEREO ACUITY PERFORMANCE BY MALES AND FEMALES
    SLONIM, PS
    WEISSMAN, S
    GLAZER, E
    NETTLER, PA
    [J]. PERCEPTUAL AND MOTOR SKILLS, 1975, 40 (02) : 359 - 362
  • [4] The Effects of Multisensory Cues on the Sense of Presence and Task Performance in a Virtual Reality Environment
    Cooper, Natalia
    Millela, Ferdinando
    Pinto, Carlo
    Cant, Iain
    White, Mark
    Meyer, Georg
    [J]. PERCEPTION, 2016, 45 : 332 - 333
  • [5] Presence within the virtual reality environment of the international space station
    Seedhouse, Erik
    [J]. VIRTUAL REALITY, 2022, 26 (03) : 1145 - 1153
  • [6] Presence within the virtual reality environment of the international space station
    Erik Seedhouse
    [J]. Virtual Reality, 2022, 26 : 1145 - 1153
  • [7] Preliminary findings on the Virtual Environment for Radiotherapy Training (VERT) system: simulator sickness and presence
    Flinton, David M.
    White, Nick
    [J]. JOURNAL OF RADIOTHERAPY IN PRACTICE, 2009, 8 (04) : 169 - 176
  • [8] The effects of substitute multisensory feedback on task performance and the sense of presence in a virtual reality environment
    Cooper, Natalia
    Milella, Ferdinando
    Pinto, Carlo
    Cant, Iain
    White, Mark
    Meyer, Georg
    [J]. PLOS ONE, 2018, 13 (02):
  • [9] EEG effects of motion sickness induced in a dynamic virtual reality environment
    Lin, Chin-Teng
    Chuang, Shang-Wen
    Chen, Yu-Chieh
    Ko, Li-Wei
    Liang, Sheng-Fu
    Jung, Tzyy-Ping
    [J]. 2007 ANNUAL INTERNATIONAL CONFERENCE OF THE IEEE ENGINEERING IN MEDICINE AND BIOLOGY SOCIETY, VOLS 1-16, 2007, : 3872 - 3875
  • [10] Effects of navigation speed on motion sickness caused by an immersive virtual environment
    So, RHY
    Lo, WT
    Ho, ATK
    [J]. HUMAN FACTORS, 2001, 43 (03) : 452 - 461