Explore chapters and articles related to this topic
Virtual Environments and Augmented Reality
Published in Terry A. Slocum, Robert B. McMaster, Fritz C. Kessler, Hugh H. Howard, Thematic Cartography and Geovisualization, 2022
Terry A. Slocum, Robert B. McMaster, Fritz C. Kessler, Hugh H. Howard
The term head-mounted display (HMD) derives from the means used to create such a display—placed on the user's head is a helmet-like device that shields the real-world view and provides images of the VE to each eye (Figure 28.7A). HMDs normally provide separate images to the left and the right eyes, thus enabling the user to have a stereoscopic view. The HMD includes a head-tracking device so that the view of the virtual representation is a function of the position of the user's head. Because the real world is not visible when using HMDs, specialized control devices such as a data glove are utilized. Traditionally, HMDs were criticized because they were a burden for users to wear (due to their weight), their resolution was low (a typical high resolution was 640 × 480 addressable pixels), and the field of view was narrow (the view was rectangular like on a traditional computer screen). Fortunately, these limitations have gradually been improved, and the recent release of novel HMD systems by companies such as Oculus (https://www.oculus.com/) and Vive (https://www.vive.com/us/) has improved things dramatically. No doubt some of you are using such technology in the gaming community. It is also noteworthy that you can build your own HMD-like device using Google Cardboard (https://arvr.google.com/cardboard/get-cardboard/), which enables you to view VEs on your smartphone.
Designing for Head and Neck Anatomy
Published in Karen L. LaBat, Karen S. Ryan, Human Body, 2019
Increasingly, eyewear is being developed to augment vision in low light, smoke-obscured, or high-speed environments, or to selectively block specific light colors from entering the eye. Head-mounted displays (HMDs) have small optics in front of one eye or both eyes, augmenting and modifying visual information for the wearer, effectively expanding the visual experience. HMDs are used by military personnel and in medical and video game settings. New applications are being developed and HMDs are trending to smaller optical head-mounted displays (OHMDs). Stroboscopic glasses have been used to enhance visual motor training for athletes (Appelbaum, Schroeder, Cain, & Mitroff, 2011). Specialized lenses, from contact lenses to various spectacles to goggles, selectively filter the colors reaching the eye in attempts to strengthen our natural visual capacities, even, in some cases, to decrease color blindness. Promising research in mood disorder treatment employed eyeglasses with lenses tinted to specifically block blue light (Henriksen et al., 2016).
Brain–Computer Interfaces for Mediating Interaction in Virtual and Augmented Reality
Published in Chang S. Nam, Anton Nijholt, Fabien Lotte, Brain–Computer Interfaces Handbook, 2018
Josef Faller, Neil Weiss, Nicholas Waytowich, Paul Sajda
At a minimum, most VR/AR setups manipulate the input to the user’s sense of vision. The least immersive technique is “desktop-based VR,” where three-dimensional (3D) objects are rendered to a 2D computer monitor (e.g., Scherer et al. 2012). This technique has the advantage of being the least expensive and simplest to implement. Some 2D monitors support the use of shutter-glasses or other techniques to create a 3D illusion by presenting an adjusted image for both the left and right eyes (Marathe et al. 2008). 3D projection walls typically create a 3D illusion in a similar way, but offer a larger field of view (Slobounov et al. 2015). Head-mounted displays (HMDs) generally have a higher level of immersion. They are fixed to the user’s head and present separately rendered images for each eye. HMDs track the movement of the user’s head so that the images adapt to the orientation of the head (e.g., Faller et al. 2016; see also Figure 12.1a). At a similar, high level of immersion, CAVE audiovisual experience automatic virtual environments (CAVE; Cruz-Neira et al. 1992; see also Figure 12.1b) position the user in a box, where images are projected onto each wall. Like with HMDs, the images are dynamically rendered and take into account head orientation.
A Systematic Literature Review of Augmented Reality for Maritime Collaboration
Published in International Journal of Human–Computer Interaction, 2023
Floris van den Oever, Morten Fjeld, Bjørn Sætrevik
We found two instances of AR for personal navigation in normal operations (Blanco-Novoa et al., 2018; Şakar & Sürücü, 2018). When people have to navigate in large and unfamiliar areas such as shipyards and ports, they encounter challenges to SA and remote collaboration (Blanco-Novoa et al., 2018). The prototypes aimed to help operators by means of geotags (Blanco-Novoa et al., 2018; Şakar & Sürücü, 2018), a map-like overview of the area (Blanco-Novoa et al., 2018), and live video of the point of view of local operators to help remote experts orientate (Blanco-Novoa et al., 2018). The hardware types proposed were: handheld video see-through and HMD optical see-through (Blanco-Novoa et al., 2018). Şakar and Sürücü (2018) did not specify hardware. We judged these prototypes to be at TRL 2 (Şakar & Sürücü, 2018) and TRL 3 (Blanco-Novoa et al., 2018).
Empirical comparison of spatial experience between photo-based IVE and real space
Published in Architectural Science Review, 2023
Seung Hyun Cha, Jae Hoon Ma, JoonOh Seo, Jung In Kim, SangUk Han
In the findings, the conventional group showed a higher PEOU than the IVE group. We suspect that this is because using the photo-based IVE requires a relatively complicated process compared to conventional methods, including accessing the IVE platform and wearing a HMD. Furthermore, wearing a HMD could cause cybersickness, which makes users feel disoriented and experience physical discomfort, thereby reducing PEOU (Llorach, Evans, and Blat 2014; Merhi et al. 2007). Indeed, Sousa Santos et al. (2009) compared a space navigation task using a model-based IVE and non-immersive VE and identified more users suffering from cybersickness when using the model-based IVE due to wearing the HMD. In contrast, the IVE group showed a higher PE than the conventional group. We surmised that the interactivity and sense of presence provided by IVEs led to the users experiencing enjoyment. Indeed, several previous studies (Shafer, Carbonara, and Korpi 2019; Tussyadiah et al. 2018) have identified positive associations between the sense of presence and interactivity with PE. For example, Shafer, Carbonara, and Korpi (2019) identified interactivity and the sense of presence as important factors that increase the PE of using model-based IVE. In a study by Tussyadiah et al. (2018), the sense of presence significantly increased the PE of users who experienced tourism destinations through a photo-based IVE.
Visual fatigue induced by watching virtual reality device and the effect of anisometropia
Published in Ergonomics, 2021
Sang Hyeok Lee, Martha Kim, Hyosun Kim, Choul Yong Park
An HMD is a device that can be used with a computer to elaborately stimulate human senses and make the user feel as if they are in a new space far from reality (Cooper et al. 2018; Iachini et al. 2019). Information is obtained using visual, auditory, tactile, olfactory, taste, and motor senses. The most active research on VR technology is currently conducted through vision research because of the advantage that vision is the largest proportion of information and is technically easier to implement than the olfactory, taste, and motion senses (Chen et al. 2005; Massiceti, Hicks, and van Rheede 2018; Zapf et al. 2015). HMDs are one of the most popular VR platforms with two video displays mounted on a helmet-shaped frame and a pair of high-power lenses, where the two phases are displayed in a three-dimensional (3 D) manner. HMD enables immersive stereoscopic images with a wide view of angle and allows the wearer’s location and spatial information to interact with each other.