- The Psychology of Virtual Reality. Virtual reality An immersive multimedia experience Games Training in a simulator Exploration of environments.
The Psychology of Virtual Reality. Virtual reality An immersive multimedia experience Games Training in a simulator Exploration of environments.
Slide 1 The Psychology of Virtual Reality Slide 2 Virtual reality An immersive multimedia experience Games Training in a simulator Exploration of environments Remote control/ robotics Therapy (many other potential applications as well) Slide 3 Virtual Reality Three fundamental ideas (da Costa et al.) Immersion Interaction Presence Slide 4 Virtual reality Immersive computer graphics, contingent on users behavior Head-mounted display (often) Synchronized sounds (usually) Synchronized proprioceptive feedback (sometimes: motion, tactile output) Moving air; smells (rarely) Slide 5 Readings Virtual city for cognitive rehabilitation Overcoming phobias by virtual exposure Virtual reality treatment in acrophobia: A comparison with exposure in vivo Exploratory design and evaluation of a user interface for virtual reality exposure therapy Slide 6 VR Education & Rehabilitation By Inman, Loge, & Leavens Goal: to train disabled children to use motorized wheelchairs Slide 7 Problems Achieving realistic crashes Achieving realistic stops and starts Limitations in resolution - tradeoff between speed and realism Motivation problems (learned helplessness) Slide 8 3 training scenarios: Simple world with no obstacles Interesting, grassy place with objects and places to get stuck in Traffic intersection Slide 9 Other applications of VR Cognitive rehabilitation http://www.icdvrat.reading.ac.uk/2000/papers/2000_38.pdf Overcoming phobias http://www.do2learn.com/aboutus/research/phobia.htm http://www.do2learn.com/aboutus/research/phobia.htm Training (pilots, soldiers, astronauts, first responders, etc.) Slide 10 Human factors issues: What can go wrong with virtual reality? Slide 11 Simulator Sickness (Schroder) A feeling of sickness resulting from exposure to a computer-generated space. the part inherent to the stimulus itself, present even if the simulation were a perfect representation of the real world the part that results from an imperfect simulation, for instance due to lag, poor inter-ocular adjust, poor resolution, etc Slide 12 Simulator Sickness Types of symptom: Nausea Oculomotor Disorientation Slide 13 Simulator Sickness Questionnaire http://www.hitl.washington.edu/publications/r-9811/node135.html Fatigue Headache Eyestrain Difficulty focusing Increased salivation Difficulty concentrating Fullness of head Blurred vision Dizziness Vertigo Stomach awarenesss Burping Rate for severity: none, slight, moderate, severe Slide 14 Relative severity of symptoms: Disorientation, Nausea, Oculomotor Virtual environments:D>N>O Space sickness:O>D>N Simulator sickness:O>N>D Sea/airsickness:N>D>O Virtual environment (e.g., head-mounted display) scores tend to be higher and reported by more users. Slide 15 Adapting to Virtual Environments People do adapt (become less sick) But they must re-adapt upon returning to the real world To what extent do aftereffects go away? Postural stability, hand-eye coordination, visual functioning Slide 16 User initiated control Active motion is better than being a passive observer in VE But moving about with no constraints can be overwhelming also Coupled control minimizes cybersickness - task constrains motion Allow users several sessions to adjust Slide 17 Health and safety issues (Viire) Visual changes are temporary in adults Alignment is critical for stereo images Focus is constant in stereoscopic HMD, whereas it shifts in a real environment How should an object look when you get close to it? Slide 18 Other dangers Loud sounds (well understood) Injury due to not seeing real environment Flicker vertigo or migraine Psychological: If VR can have positive effects (helping with phobias), it can probably desensitize people to other things also (such as violence). Slide 19 Conclusions: Virtual Realty Useful for training in dangerous environments or for learning in infeasible environments Can be used to systematically desensitize phobias Can be used in rehabilitation (but beware of cybersickness!) adjust gradually w/ breaks warn of possible effects give user control of motion constrain environment Slide 20 The Cutting Edge Virtual Human Interaction Lab Avatar Identity Transformed Social Interaction Haptic Communication Massively Multiplayer Online Gaming Eyewitness Testimony & Police Lineups VirtuSphere http://www.sciencedaily.com/videos/2006/0 409-the_new_virtual_reality.htm