The Psychology of Virtual Reality
Virtual reality
An immersive multimedia experienceGamesTraining in a simulatorExploration of environmentsRemote control/ roboticsTherapy (many other potential applications as well)
Virtual Reality
Three fundamental ideas (da Costa et al.) Immersion InteractionPresence
Virtual reality
Immersive computer graphics, contingent on user’s behavior
Head-mounted display (often) Synchronized sounds (usually) Synchronized proprioceptive feedback
(sometimes: motion, tactile output) Moving air; smells (rarely)
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
VR Education & Rehabilitation
By Inman, Loge, & Leavens
Goal: to train disabled children to use motorized wheelchairs
Problems
Achieving realistic crashes Achieving realistic stops and starts Limitations in resolution - tradeoff
between speed and realism Motivation problems
(learned helplessness)
3 training scenarios:
Simple world with no obstacles Interesting, grassy place with objects
and places to get stuck in Traffic intersection
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
Training (pilots, soldiers, astronauts, first responders, etc.)
Human factors issues:
What can go wrong with virtual reality?
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
Simulator Sickness
Types of symptom: Nausea Oculomotor Disorientation
Simulator Sickness Questionnairehttp://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
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.
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
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
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?
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).
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
The Cutting Edge Virtual Human Interaction Lab
Avatar IdentityTransformed Social InteractionHaptic CommunicationMassively Multiplayer Online GamingEyewitness Testimony & Police Lineups
VirtuSphere http://www.sciencedaily.com/videos/
2006/0409-the_new_virtual_reality.htm