Sensory conflict in motion sickness: an observer theory approach
Pictorial communication in virtual and real environments
Merging virtual objects with the real world: seeing ultrasound imagery within the patient
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Profile analysis of simulator sickness symptoms: application to virtual environment systems
Presence: Teleoperators and Virtual Environments
Will simulation sickness slow down the diffusion of virtual environment technology?
Presence: Teleoperators and Virtual Environments
Technologies for augmented reality systems: realizing ultrasound-guided needle biopsies
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Rivalry and interference with a head-mounted display
ACM Transactions on Computer-Human Interaction (TOCHI)
The human-computer interaction handbook
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
The importance of accurate VR head registration on skilled motor performance
GI '06 Proceedings of Graphics Interface 2006
A SWOT analysis of the field of virtual reality rehabilitation and therapy
Presence: Teleoperators and Virtual Environments - Special issue: Virtual rehabilitation
Human Factors Issues in Virtual Environments: A Review of the Literature
Presence: Teleoperators and Virtual Environments
Visuomotor Adaptation to Virtual Hand Position in Interactive Virtual Environments
Presence: Teleoperators and Virtual Environments
Locus of User-Initiated Control in Virtual Environments: Influences on Cybersickness
Presence: Teleoperators and Virtual Environments
WYSIWYF Display: A Visual/Haptic Interface to Virtual Environment
Presence: Teleoperators and Virtual Environments
Augmented Reality Video See-through HMD Oriented to Product Design Assessment
VMR '09 Proceedings of the 3rd International Conference on Virtual and Mixed Reality: Held as Part of HCI International 2009
EuroHaptics'10 Proceedings of the 2010 international conference on Haptics - generating and perceiving tangible sensations: Part II
Hi-index | 0.00 |
An experiment was conducted on the effect of a prototype see-thru head-mounted display (HMD) on visuo-motor adaptation. When wearing video see-thru HMDs in augmented reality systems, subjects see the world around them through a pair of head-mounted video cameras. The study looked at the effects of sensory rearrangement caused by a HMD design that displaces the user's "virtual" eye position forward (165 mm) and up (62 mm) toward the spatial position of the cameras. Measures of hand-eye coordination and speed on a manual task revealed substantial perceptual costs of the eye displacement, but also evidence of adaptation. Upon first wearing the video see-thru HMD, subjects' pointing errors increased significantly along the spatial dimensions displaced (the y and z dimensions). Speed of performance on a manual task decreased by 43% compared to baseline performance. Pointing accuracy improved by about a 1/3 as subjects adapted to the sensory rearrangement but did not reach baseline performance. When subjects removed the see-thru HMD there was evidence that their hand-eye coordination had been altered by the see-thru HMD. Negative aftereffects were observed in the form of greater errors in pointing accuracy compared to baseline. Although these effects are temporary, the results may have serious practical implications for the use of see-thru HMDs by user populations who depend on accurate hand-eye coordination such as surgeons.