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
Immersive virtual reality technology
Communication in the age of virtual reality
The sciences of the artificial (3rd ed.)
The sciences of the artificial (3rd ed.)
Virtual Reality: Scientific and Technological Challenges
Virtual Reality: Scientific and Technological Challenges
Case study: observing a volume rendered fetus within a pregnant patient
VIS '94 Proceedings of the conference on Visualization '94
The long-term uses of shared virtual environments: an exploratory study
The social life of avatars
Recent Advances in Augmented Reality
IEEE Computer Graphics and Applications
Presence: Teleoperators and Virtual Environments
Extended Abstract Mapping the Semantic Asymmetries of Virtual and Augmented Reality Space
CT '01 Proceedings of the 4th International Conference on Cognitive Technology: Instruments of Mind
A widget framework for augmented interaction in SCAPE
Proceedings of the 16th annual ACM symposium on User interface software and technology
Presence: Teleoperators and Virtual Environments
Optical Versus Video See-Through Head-Mounted Displays in Medical Visualization
Presence: Teleoperators and Virtual Environments
Why Presence Occurs: Evolutionary Psychology, Media Equation, and Presence
Presence: Teleoperators and Virtual Environments
Quantitative and Qualitative Evaluation of Vision-Based Teleoperation of a Mobile Robot
ICIRA '09 Proceedings of the 2nd International Conference on Intelligent Robotics and Applications
Perceptual issues in optical-see-through displays
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception in Graphics and Visualization
Proceedings of the ACM Symposium on Applied Perception
Embodiment and telepresence: Toward a comprehensive theoretical framework
Interacting with Computers
A preliminary investigation of human adaptations for various virtual eyes in video see-through HMDS
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Stepping off a ledge in an HMD-based immersive virtual environment
Proceedings of the ACM Symposium on Applied Perception
Hi-index | 0.01 |
Among the most critical issues in the design of immersive virtual environments are those that deal with the problem of technologically induced intersensory conflict and one of the results, sensorimotor adaptation. An experiment was conducted to support the design of a prototype see-through, head-mounted display (HMD). When wearing video see-through 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 displaced the user's “virtual” eye position forward (165 mm) and above (62 mm) toward the spatial position of the cameras. The position of the cameras creates images of the world that are slightly downward and inward from normal. Measures of hand-eye coordination and speed on a manual pegboard task revealed substantial perceptual costs of the eye displacement initially, but also evidence of adaptation. Upon first wearing the video see-through HMD, subjects' pointing errors increased significantly along the spatial dimensions displaced (the y dimension, above-below the target, and z dimension, in front-behind the target). Speed of performance on the pegboard task decreased by 43% compared to baseline performance. Pointing accuracy improved by approximately 33% as subjects adapted to the sensory rearrangement, but it did not reach baseline performance. When subjects removed the see-through HMD, there was evidence that their hand-eye coordination had been altered. Negative aftereffects were observed in the form of greater errors in pointing accuracy compared to baseline. Although these aftereffects are temporary, the results may have serious practical implications for the use of video see-through HMDs by users (e.g., surgeons) who depend on very accurate hand-eye coordination.