“Human Factors Issues in Virtual Environments”web.mit.edu/16.459/www/VR2.pdf · 2002. 4....
Transcript of “Human Factors Issues in Virtual Environments”web.mit.edu/16.459/www/VR2.pdf · 2002. 4....
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“Human Factors Issues in Virtual Environments”
by Stanney, Mourant, and Kennedy
Humans & Automation SeminarJessica J. Márquez
April 10, 2002
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Overview: Human Factors in VR
Paper: review of literature as of 1998Extra information inserted (noted with *)• Additional insight welcome!Watch out for acronyms• VR : virtual reality• VE : virtual environmentsDiscussion/Questions
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OrganizationHuman performance efficiency in virtual worldsHealth and safety issuesPotential social implications of VE technology
Health &
Safety
Human Performance Efficiency
Social Implication
s
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Health &
Safety
Human Performan
ce Efficiency
Social Implication
s
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Human Performance Efficiency“minimize the learning required to operate within [VE], but maximize the information yield” (Wann and Mon-Williams 1996)Function of : TASK and USERMove away from trial-and-error and focus on controlling the factors that contribute to human performance in VEs
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Human Performance EfficiencyFactors: navigation complexity, presence, and benchmark testsTask CharacteristicsUser CharacteristicsHuman Sensory LimitationsIntegration Issues: Multimodal InteractionVE Design Metaphors
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1. Navigational ComplexityPerformance depends→navigation tools and techniques to maintain spatial orientationMeans of measuring “navigational complexity”?Solution: applying technical knowledge from other fields• Mental maps, wayfinding, time to collision,
geographical orientation, vestibular functions
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2. Degree of PresenceDefinition?• “vividness of an experience and the level of
interaction” (Sheridan 1992; Steuer 1992)• *Draper et al. 1998: “a mental state in which
a user feels physically present within the computer-mediated environment” : “being there” -- not just immersion.
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2. Degree of Presence ..contHowever, not proven that higher presence will increase performanceHow measure without affecting presence?• Lack of a concrete definition• Questionnaires : have lost the moment• Stanney suggests determining level of
vividness/fidelty and interaction -- but is this presence?
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3. Users’ performance on testsHow well were users able to:• Move in VE• Manipulate objects• Respond to force feedback• Perform visual tasks
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Influence of TaskProblem matching VR benefits with taskIs there a benefit from using: • Stereoscopic 3-D : yes, if complex task • Real-time interactivity : useful but increases
workload• Immersion : little empirical data; task specific
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Influence of UserLevel of experience• Influences skills and manner in which task is
understood and organizedHuman cognitive abilities• Spatial visualization, orientation, memory,
mental rotation ability • Affects motion and manipulation of objectsOthers: personality, age
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Human Sensory Limitations (1)Visual perception• Small anomaly is very obvious• Field of view limited by HMD (perception of
motion affected)• Resolution limitations• Determination of stereopsisAuditory perception• Horizontal, okay; vertical, needs
development.
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Human Sensory Limitations (2)Limitation is the lack of VR that includes haptic and kinesthetic feedback• Enhanced performance Haptic perception• Touch: Sensations of the skin, vibrotactile
thresholdsKinesthetic perception (position of joints and muscles)
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Human Sensory Limitations* (3)Vestibular perception also needed• Lack of vestibular inputs contributes to
disorientation−Without, rotations are misperceived in VR
• Can supplement with haptic and kinesthetic feedback
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Multimodal Interaction IssuesSensorial redundancy enhance performanceAmount and which ones are yet to be determined• Can the human handle all the inputs?• May lead to “sensorial confusion”
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VE Design MetaphorsNeed for effective VE metaphors• Navigation use in particular benefitedMuch like for computer operating systems have:• Windows, desktopExample: map cubes
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Health &
Safety
Human Performance Efficiency
Social Implication
s
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Health and Safety Issues (1)Direct Microscopic Effects• HMD
− Eyes affected by emf → cataracts−May lead to unstable binocular vision, reduced
visual acuity−Weight/position→head, neck, and/or spine
could be harmed• Phobic effects (HMD enclosure, anxiety)• Exposure to high volume audio• Carpal tunnel syndrome
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Health and Safety Issues (2)Direct Macroscopic Effects• Limited/eliminated vision of natural
surroundings could lead to falls, tripsAftereffects: • Head spinning, postural ataxia, reduced eye-
hand coordination, vestibular disturbances, and/or sickness. But after how long?*− *Author does not comment on severity: mild?− Limits post-VR ability to function normally.
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Cybersickness = Motion sickness
Susceptibility changes between individuals• Conflict of sensory inputs: *rotations without the
vestibular/kinesthetic cues• Factors: FOV, vection, lag, HMD weight
Predetermine susceptible subjects• Mental rotation tests? *Not in my experience.
Partial solution: more navigation control• *Vestibular/kinesthetic feedback
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Health &
Safety
Human Performance Efficiency
Social Implication
s
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Social Impact of VTechnologyUse of violence• Could “engender addiction and subtly
condition to violence”• “Active engagement [rather than passive]
can have better retention of learned skills”*These issues hold true for current methods of entertainment.• Isn’t better retention a positive quality --
when used appropriately?
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Other Social Issues*Interaction between distant VR users within groups*Interaction between VR “people” and us“Will people avoid reality and real social encounters with peers and become addicted to escapism?”“How will VE influence young children… liable to psychological and moral influence?”
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Discussion/Questions*Authors seem to paint a pretty grim picture of virtual reality technology. Do you agree?• Do you agree with some of the social issues
they came up with?