HFES 2015 R .…..……….3 environments...
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Transcript of HFES 2015 R .…..……….3 environments...
LETTER FROM THE PROGRAM CHAIR………………….…………...2
HFES 2015 RECAP .…..……….3
Virtual environments
We are happy to introduce Shawn
Doherty as our new Program Chair!
See his letter on page 2.
Page 3 of this newsletter gives a
recap of HFES 2015 in Los Angeles.
We are always seeking newsletter
content! Please send an email to
[email protected] with any
news you’d like to share!
VR DEVELOPMENT AT EMBRY-RIDDLE........................................4
ON THE CALENDAR ........ ….…...6
Newsletter for the Human Factors and Ergonomics Society Virtual Environments Technical Group
HFES VETG BEST STUDENT PAPER……. ..... ……………….…..1
HFES VETG Best Student Paper
ANNO UNC EME NTS :
HFES VETG gives Best Student Paper awards on a bi-annual basis.
There was no award given in 2015 but we’d like to send a belated
congratulations to ShiXu Liu, the winner of the Best Student Paper
award in the VETG at the 2014 International Annual Meeting of the
Human Factors and Ergonomics Society. ShiXu is a student in the
Department of Mechanical Engineering at McMaster University. The
paper was titled Comparison of Caffeine and Music as Fatigue Coun-
termeasures in Simulated Driving Tasks. For his award, ShiXu also
received a t-shirt with the new VETG logo. We are looking forward to
presenting another award in 2016!
FUTURE OF VIRTUAL ENVIRON-MENTS: MICROSOFT HOLOLENS.....5
Page 2 VETG Newsletter
As the new Program Chair for the TG I thought I might take this opportunity to introduce myself. I feel honored to be a part of this TG as I only recently joined a couple of years ago even though I’ve been in HFES for many years. The switch was a result of examining my research interests and realizing I wanted to move in a new direction. So it was fortuitous that at the same time that I was going through this
reevaluation, our department also was reorganizing, and our faculty discovered that multiple faculty members were interested in social media, gaming, and simulation. So even though we weren’t doing extensive research in those areas at the time, my colleagues and I created a lab to explore those issues as part of our collective research. As a result of that switch in research, I became much more aware of the TG and the research in this area. While I’ve taught lectures on the basics of augmented reality, virtual environments, and virtual reality for many years and have had the pleasure of watching presentations from my students on these topics to help keep me up to
date, I feel like I’m just starting my journey toward understanding the issues in these areas that many of you are well-versed in from working in the area for a long time. So I look forward to many productive discussions with all of you about the depths of this domain. My true passions have been in video games (both PC and console). I remember back to the days of the original PONG both in the arcades and the original home console. From those early days of video games I’ve been hooked on the application of the ability of games to affect behavior and entertain. There is an amazing potential that games can provide through virtual environments and especially with the advent of virtual reality systems such as the Oculus Rift and HTC Vive approaching the home market it is exciting to think about what is coming and be a part of it. In short, I’m looking forward to talking and working with all of you. Drop me a line and say Hi!
Shawn Doherty Program Chair, VETG Department of Human Factors Embry-Riddle Aeronautical University [email protected]
Letter from the Program Chair
Twitter — @HFES_VETG
LinkedIn — Virtual Environments
subgroup of HFES (search for “human
factors virtual environments” and you’ll find
us!)
Website — http://tg.hfes.org/vetg/
Connect With Us!
Immediate Past President: Hari Thiruvengada
President: Laura Strater
Program Chair: Shawn Doherty
Program Chair-Elect: Ben Goldberg
Secretary: Michael Rupp
Treasurer: Stephen Gilbert
Communications: Fleet Davis
Newsletter Editor: Becca Kennedy
Webmaster: Katelyn Procci
COTG President: Jennifer Riley
VETG Officers
HFES 2015 Summary
Poster Session
May 2016 Page 3
VE1 - Virtual Collaboration
VE2 — Current Issues in Simulations, Virtual Environ-ments and Games
The Role of Age and Postural Stability for Visually Induced Motion Sickness in a Simulated Driving Task
Behrang Keshavarz, Alison C. Novak, Lawrence J. Hettinger, Thomas A. Stoffregen, & Jennifer L. Campos (Toronto Rehabilitation Institute, Liberty Mutual, & University of Minnesota)
First Look: The Oculus Rift and Simulator Sickness
Stephen Serge (University of Central Florida)
Multi-Gain Control: Balancing Demands for Speed and Precision
Lucas Warner Lemasters & John Flach (Wright State University)
Effects of Level of Control on Simulator Sickness Using a Virtual Reality Head Mounted Device
Michael Merta & Nicholas Kelling (University of Houston - Clear Lake)
Mitigating Visually Induced Motion Sickness: A Virtual Hand-Eye Coordination Task
Michael Keneke Curtis, Kayla Dawson, Kelli Jackson, Liat Litwin, Chase Meusel, Michael C. Dorneich, Stephen B. Gilbert, Jonathan Kelly, Richard Stone, Eliot Winer (Iowa State University)
Developing a Low-Cost, Portable Virtual Environment for Aircraft Carrier Launch Officers
Jeffrey Korzatkowski, Mathias Kolsch, & Lee W. Sciarini (Naval Postgraduate School)
Measuring Mental Rotation Ability in a Virtual Environment
Cyrus K. Foroughi, William Chris Wren, Daniela Barragan, Patrick Mead, & Deborah A. Boehm-Davis (George Mason University)
Investigation of Videogame Flow: Effects of Expertise and Challenge
Jolie Gascon, Shawn M. Doherty, & Dahai Liu (Embry-Riddle Aeronautical University)
Feedback Source Modality Effects in Game-Based Training: A Trade-Off Analysis
Benjamin Goldberg (U.S. Army Research Laboratory-Human Research and Engineering Directorate)
Study on Interactive Driving Behavior Using Networked Multi-Drivers Simulator
Aven Samareh & Yingzi Lin (Northeastern University)
Hand Images in Virtual Collaboration for Map-Based Planning Activities
Xuan Cheng (University of Minnesota) & Caroline Clarke Hayes Iowa State University)
Presence and Performance as a Function of Teammate Agency and Individual Differences in a Video Game
Alexandra B. Proaps, Shelby Long, Magan Cowan, & Hilary Sandberg (Old Dominion University)
Studying Human Relatedness Through a Shared Gaming Experience
Rachel Marie Cunningham, Christina Frederick, Christopher Via, Jason Kring, & Leo Alex (Embry-Riddle Aeronautical University)
The 2015 Human Factors and Ergonomics Society Annual Meeting in
Los Angeles, CA was a great opportunity for members of the VETG
to network and learn about one another’s research. This year, there
were two VETG lecture sessions, as well as VETG representation in
the poster session. If you missed the presentations, you can still read
the papers in the HFES Proceedings!
VR Development at Embry-Riddle Christopher M. Via
During the Fall break last school year, members of the GEARS (Game-Based Education and Advanced Research Simulations) Lab met with Marketing at Embry-Riddle Aeronautical University to discuss using virtual reality (VR) as a possible platform to bring Daytona Beach to prospective students; especially students residing overseas. Out of the initial meeting came a plan, and three students began work right away. Because of their location while on break, cloud-based collaboration assisted Chris Fahey (WI), Devin Platte (MI), and William Smith (KY) in the development of a project affectionately called “The 5th Floor.” The 5th floor is the top floor of the College of Arts and Sciences building located at Embry-Riddle’s Daytona Beach campus. Through the use of Unreal Engine 4 and project management apps these intrepid designers were able to pad, sketch, and texture hundreds of lifelike objects (to scale). During the process, pictures were taken of the actual 5th floor and the VR version, and were posted to the GEARS Lab Twitter feed and Facebook account. Many people selected the VR pic as the actual representation of the true 5th floor! Their realistic work was completely mind-blowing once they hooked up the Oculus Rift to their 5th floor project. The ability to actually walk around Daytona Beach from “virtually” anywhere was a visceral reality. Seeing an opportunity and a potential to fill a market which is almost devoid of competition, these three students formed a company, IsoVirtual Solutions, LLC. Subsequent meetings with Marketing at ERAU showed there was a strong interest in VR development. The possibilities and applications were quickly mounting over the discussion of using VR to spec-out campus design changes (for emergency management scenarios) and implications in the design and development of the new multi-million dollar Student Union on the Daytona Beach campus.
Moving forward, it seems there are many practical applications for VR in academia as well as private
industry, and the GEARS Lab is proud to have birthed this niche group of forward-thinking VR
designers.
Page 4 VETG Newsletter
An in-game screenshot of the 5th Floor at the College of Arts and
Sciences in Daytona Beach.
Future of Virtual Environments: Microsoft HoloLens Becca Kennedy In January 2015, Microsoft announced HoloLens, an augmented reality (AR) headset powered by Windows 10. Like something out of a science fiction film, the promotional movie on the official HoloLens website promises to introduce AR to everyday life. A particularly interesting application for the HoloLens is the video game Minecraft, which was acquired by Microsoft in 2014 for 2.5 billion dollars1. The HoloLens also pairs nicely with Skype. For example, a support call through Skype using the HoloLens can afford the opportunity for a support person to see what the user is seeing and provide tailored guidance2. In July 2015, Microsoft also announced the Microsoft HoloLens Academic Research request for proposals to award $100,000 and two HoloLens development kits to academic research groups. Mem-bers of the academic community will likely come up with unique applications for mixed reality systems. Are we finally ready to accept AR? Will the HoloLens prove to be more useful than past AR platforms? Let us know what you think! Tweet at us @HFES_VETG or sound off on our HFES VETG LinkedIn page! (Not connected yet? Search “virtual environments” on LinkedIn and you’ll find us!)
Image from Microsoft.com 1: http://www.theguardian.com/technology/2014/sep/15/microsoft-buys-minecraft-creator-mojang-for-25bn 2: http://www.theverge.com/2015/1/21/7868251/microsoft-hololens-hologram-hands-on-experience 3: http://blogs.msdn.com/b/msr_er/archive/2015/07/06/academics-invited-to-create-new-microsoft-hololens-experiences.aspx
May 2016 Page 5
Human Factors and Ergonomic Society
P.O. Box 1369
Santa Monica, CA 90406-1369
Tel: +1 (310) 394-1811
Fax: +1 (310) 394-2410
Email: [email protected]
On the Calendar HFES Events:
ErgoX 2016 Garden Grove, CA — June 6-8, 2016 2016 International Annual Meeting of the Human Factors and Ergonomics Society
Washington, DC — September 19-23, 2016 2017 International Symposium on Human Factors and Ergonomics in Health Care New Orleans, LA — March 5-8, 2017
Other Events:
Applied Human Factors and Ergonomics Conference Orlando, FL — July 27-31, 2016 Winter Simulation Conference 2016 Washington, DC — December 11-14, 2016 International Meeting on Simulation in Healthcare (IMSH) 2017
Orlando, FL — January 29 - February 1, 2017
Page 6 VETG Newsletter
To submit information for the next VETG newsletter, feel
free to reach out to Becca Kennedy with your ideas!
Announce conferences or events
Discuss your research with virtual environments,
simulations, or serious games
Share your opinions and viewpoints to spark discussion
The VETG Needs You!