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1.
The use of virtual reality (VR) has become increasingly popular in the field of traffic psychology, where realistic traffic situations can be simulated and pedestrians‘ actual crossing behavior can be studied. There are two main kinds of pedestrian simulators: one uses a technology based on rear-projection screens (Cave Automatic Virtual Environment, or CAVE); the other uses a head-mounted display (HMD). Despite their extensive use, it is yet to determine whether they are equally suitable for studying street crossing. The present study was aimed at comparing street-crossing behavior and subjective evaluations in an HMD-based (HTC vive pro) pedestrian simulator and a CAVE-like pedestrian simulator, among young adults and 12-year-old children. Thirty young adults and twenty-six children performed 36 street-crossing trials (combining different speeds, traffic conditions, and gap sizes) on each of the two simulators. The results indicated that, compared to the CAVE-condition participants, HMD-condition participants accepted more crossing trials (hence, shorter gaps), initiated their crossings sooner, crossed at a slower speed, had shorter safety margins, and caused more collisions. The main difference between the two devices was in crossing initiation, which occurred markedly earlier (1.72 s) with the HMD than in the CAVE: the perception–action coupling was less finely tuned in the CAVE, probably because visual information in front of the pedestrian was missing due the absence of ground projection and 3D rendering. A significant effect of vehicle-approach speed was observed for both devices, with more unsafe behaviors at 60 km/h than at 40 km/h. Children displayed riskier crossing behavior than young adults did, with more accepted crossings, slower crossing speeds, shorter safety margins, and higher collision rates, especially in the HMD. Compared to the CAVE, the HMD received higher ratings for level of presence and a preference for VR, but also higher simulator-sickness scores. No adverse effects of exposure to virtual reality was found on stereoacuity or postural balance. The suitability of using CAVE and HMD simulators is discussed, especially for studying child pedestrians.  相似文献   

2.
An experiment was conducted to assess visual target detection performance using a helmet-mounted display (HMD) and a conventional flight simulation dome display. Measures of workload and mood were also obtained. Participants in both viewing conditions scanned an area 120 degrees vertical by 240 degrees horizontal while attempting to locate targets that appeared to be approaching them from one of a possible 18 locations. Results indicated significantly superior performance in the conventional dome display. Workload and mood measures also showed a significant advantage for the dome display. Results are discussed in terms of their implications for the design and use of HMD systems as components of airborne virtual environment interfaces.  相似文献   

3.
Head-mounted displays (HMDs) are increasingly used in the field and in the laboratory. Prolonged use of HMDs requires their ergonomics to be optimized in order to reduce discomfort. Among factors causing visual load are the physical/optical properties of eyepieces used in HMDs. Many HMD eyepieces are adjusted manually to fit the individual requirements of the user. Proper adjustment of the eyepieces requires some knowledge of visual ergonomics. Additionally, in order to enable comfortable viewing, restrictions on the visual information presented in HMDs, such as the motion of objects in virtual depth, must be considered. Visual performance and therefore visual load depends on the display technology used in HMDs.  相似文献   

4.
The design of the traditional vehicle human-machine interfaces (HMIs) is undergoing major change as we move towards fully connected and automated vehicles (CAVs). Given the diversity of user requirements and preferences, it is vital for designers to gain a deeper understanding of any underlying factors that could impact usability. The current study employs a range of carefully selected psychological measures to investigate the relationship with self-report usability of an in-CAV HMI integrated into a fully automated Level 5 simulator, during simulated journeys. Twenty-five older adults (65-years+) participated and were exposed to four journeys in a virtual reality fully automated CAV simulator (with video recorded journeys) into which our HMI was integrated. Participants completed a range of scales and questionnaires, as well as computerized cognitive tests. Key measures were: perceived usability of the HMI, cognitive performance, personality, attitudes towards computers, trust in technology, simulator sickness, presence and emotion. HMI perceived usability correlated positively with cognitive performance (e.g., working memory) and some individual characteristics such as trust in technology and negatively with neuroticism anxiety. Simulator sickness was associated negatively with CAV HMI perceived usability. Positive emotions correlated positively with reported usability across all four journeys, while negative emotions were negatively associated with usability only in the case of the last two journeys. Increased sense of presence in the virtual CAV simulator was not associated with usability. Implications for design are critically discussed. Our research is highly relevant in the design of high-fully automated vehicle HMIs, particularly for older adults, and in informing policy-makers and automated mobility providers of how to improve older people’s uptake of this technology.  相似文献   

5.
Digital voice communication systems are being used in a wide variety of applications. Human observers are used to measure the performance of computer voice systems. We also need to determine how losses in speech quality and intelligibility affect the performance of the communicator. This paper considers several situational variables that can affect the usability and acceptance of digital voice communication systems: task constraints, user experience, and communication environment. User experience and communication environment influence the acceptability of degraded voice systems; greater experience and field environments lead to higher acceptability ratings. However, performance measures, such as task completion time, are still adversely affected by lower voice quality.  相似文献   

6.
Maze Suite is a complete set of tools that enables researchers to perform spatial and navigational behavioral experiments within interactive, easy-to-create, and extendable (e.g., multiple rooms) 3-D virtual environments. Maze Suite can be used to design and edit adapted 3-D environments, as well as to track subjects' behavioral performance. Maze Suite consists of three main applications: an editing program for constructing maze environments (MazeMaker), a visualization/rendering module (MazeWalker), and an analysis and mapping tool (MazeViewer). Each of these tools is run and used from a graphical user interface, thus making editing, execution, and analysis user friendly. MazeMaker is a .NET architecture application that can easily be used to create new 3-D environments and to edit objects (e.g., geometric shapes, pictures, landscapes, etc.) or add them to the environment effortlessly. In addition, Maze Suite has the capability of sending signal-out pulses to physiological recording devices, using standard computer ports. Maze Suite, with all three applications, is a unique and complete toolset for researchers who want to easily and rapidly deploy interactive 3-D environments.  相似文献   

7.
Falls and fall-related injuries are a major problem for elderly persons. Most falls occur during walking and turning, and the risk of falling increases when attention is diverted to something besides walking. It is often difficult to standardize methods for testing balance and fall tendency in a clinically relevant setting. We describe the development of a system using a virtual environment (VE) to assess how attention demanding and unexpected events influence a person's capacity to control balance and movement. The hardware in the system consists of a head-mounted display (HMD), a magnetic tracker system, and two SGI computers. The software consists of the image generation of the VE and the management and visualization of motion tracking data. In a preliminary pilot study eight subjects (age 23-80) participated. Each subject walked on a normal floor and was visually presented a familiar outdoor environment in the HMD. They were exposed to different unexpected events, such as a virtual snowfall and tilting of the VE. Disturbances of balance and walking patterns such as changes in speed, stride length and balance reactions like slipping were observed. Two subjects experienced symptoms of cyber sickness with a SSQ score above 25 points. Walking with sensors only did not affect walking time, but in VE the subjects generally walked more slowly. Virtual tilting of the environment had an impact on balance performance during walking. This effect was not observed while the test subjects were walking in a virtual snowfall. The model needs further development but may hold a potential for clinical use.  相似文献   

8.
Virtual reality (VR) has created opportunities to innovatively re-imagine the way we examine the relations between pressure, competition anxiety and performance. This study aimed to determine the efficacy of VR as a means of measuring the effects of competition anxiety when pressure manipulations are applied while participants bat in a cricket batting VR simulator. The twenty-eight male participants who took part in two experiments were divided into a high (14, mean age: 22.94, SD: 5.4) and a low skill group (14; mean age: 23.55, SD: 9.9). The aim of the first experiment was to validate the VR simulator as a tool that could capture differences in batting performance between a high and low skilled group. The results showed that high skill participants not only scored significantly higher run rates than low skill participants, but they outperformed the low skill group in all performance measures including higher incidences of correct foot placements that reflect better anticipatory responses. Having established the VR batting simulator as being a reliable tool for capturing batting dynamics, experiment 2 aimed to explore the effects of a pressure manipulation on competition anxiety and batting performance. All measures of competition anxiety were significantly greater for both groups in the high-pressure condition compared to the two low-pressure conditions (p < 0.001). The magnitude of this effect was greater in the low skill group for cognitive (0.59) and somatic (0.794) anxiety. Despite anxiety levels significantly increasing in the high-pressure condition, no significant negative changes to batting performance were found for either group, with both groups actually demonstrating performance improvements. Overall, the findings show how a cricket batting virtual reality simulator can be used as a tool to measure the effects of pressure on competition anxiety and batting performance in tasks involving dynamic skill execution.  相似文献   

9.
Pain modulation during drives through cold and hot virtual environments.   总被引:1,自引:0,他引:1  
Evidence exists that virtual worlds reduce pain perception by providing distraction. However, there is no experimental study to show that the type of world used in virtual reality (VR) distraction influences pain perception. Therefore, we investigated whether pain triggered by heat or cold stimuli is modulated by "warm "or "cold " virtual environments and whether virtual worlds reduce pain perception more than does static picture presentation. We expected that cold worlds would reduce pain perception from heat stimuli, while warm environments would reduce pain perception from cold stimuli. Additionally, both virtual worlds should reduce pain perception in general. Heat and cold pain stimuli thresholds were assessed outside VR in 48 volunteers in a balanced crossover design. Participants completed three 4-minute assessment periods: virtual "walks " through (1) a winter and (2) an autumn landscape and static exposure to (3) a neutral landscape. During each period, five heat stimuli or three cold stimuli were delivered via a thermode on the participant's arm, and affective and sensory pain perceptions were rated. Then the thermode was changed to the other arm, and the procedure was repeated with the opposite pain stimuli (heat or cold). We found that both warm and cold virtual environments reduced pain intensity and unpleasantness for heat and cold pain stimuli when compared to the control condition. Since participants wore a head-mounted display (HMD) in both the control condition and VR, we concluded that the distracting value of virtual environments is not explained solely by excluding perception of the real world. Although VR reduced pain unpleasantness, we found no difference in efficacy between the types of virtual world used for each pain stimulus.  相似文献   

10.
Many studies showed the ability of movies and imagery techniques to elicit emotions. Nevertheless, it is less clear how to manipulate the content of interactive media to induce specific emotional responses. In particular, this is true for the emerging medium virtual reality (VR), whose main feature is the ability to induce a feeling of "presence" in the computer-generated world experienced by the user. The main goal of this study was to analyze the possible use of VR as an affective medium. Within this general goal, the study also analyzed the relationship between presence and emotions. The results confirmed the efficacy of VR as affective medium: the interaction with "anxious" and "relaxing" virtual environments produced anxiety and relaxation. The data also showed a circular interaction between presence and emotions: on one side, the feeling of presence was greater in the "emotional" environments; on the other side, the emotional state was influenced by the level of presence. The significance of these results for the assessment of affective interaction is discussed.  相似文献   

11.
ObjectiveThis scoping review synopsized and mapped the evidence on the utility of driving simulators for drivers with Multiple Sclerosis (MS) including participant characteristics (e.g., demographic, clinical) suited to simulator use; and driving scenario environments, maneuvers, and outcomes reflective of driving performance.Data SourcesThe research team searched six databases for English studies on driving simulator performance in drivers with MS.Study SelectionFour reviewers independently screened 976 unique titles, 148 abstracts, and 18 full-text sources for study inclusion or exclusion. Inclusion criteria ensured that studies utilized measures of driving simulator performance in adults 18 years or older with MS.Data ExtractionReviewers independently charted, verified, and achieved consensus on 100% of the data in the extraction table.Data SynthesisThe scoping review included thirteen studies (twelve assessment, one intervention), published between 2001 and 2021. Studies included small samples (N = 11–50) of adults (M age = 36–50 years; 40–91% female), mostly with a relapsing-remitting (53–100%) diagnosis and low to moderate physical disability (Expanded Disability Status Scale score < 6.0). The assessment studies utilized driving scenarios to assess pre-driving (n = 1) or driving abilities (n = 2), responses to hazardous events in suburban (n = 1) or urban environments (n = 4), or the ability to maintain speed or lateral lane positioning during monotonous highway drives (n = 7), with four scenarios also including responses to secondary divided attention tasks. The intervention study utilized driving simulation as a training program to improve driving-related skills.ConclusionsThe evidence on the utility of driving simulators for adults with MS is limited to assessment of driving performance, mostly during monotonous highway drives. Further research should consider exploring how driving simulators can be utilized to assess driving performance in other environments or for intervention. Gender should be examined to support gender diverse populations.  相似文献   

12.
An automated mobility scooter is expected to provide convenient and safe transportation for users in their living area. However, there is limited research on user comfort compared to that on user safety for the automated driving of mobility scooters. Because the user does not perform driving tasks in automated driving, the visual information from the peripheral environment and visual behavior is expected to closely affect the psychological comfort of the user. This study clarifies the effects of factors related to the automated driving of mobility scooters and the peripheral environment on the visual behavior and psychological comfort of the user. Effects of driving velocity and pedestrian density on the visual behavior and psychophysiological responses of users were investigated via a driving simulator. The results showed that automated driving in an environment with a high pedestrian density can result in a decrease in fixation duration, deactivation of visual processing, sympathetic activation, and feeling of negative emotion. This implies that the assessment of visual behaviors of users is important for the design of automated mobility scooters to improve user comfort.  相似文献   

13.
Visual experience plays an important role in facilitating referee decision-making. Video training can be used to train these perceptual-cognitive skills in discrete scenarios, for instance in foul situations in football, but is less suitable in other instances such as when seeking to make decisions in open-play scenarios due to a lack of representativeness. Recent technological advances enable the use of virtual reality (VR) to replicate game situations in a controlled and realistic manner. It is however not yet known how representative behaviour in VR would be of behaviour on-field in the natural environment. The aim of the study was therefore to examine the degree to which visual behaviour of football referees in virtual reality would reflect behaviour found when adjudicating matches on-field. Sub-elite football referees completed decision-making tasks in three experimental conditions: on-field (in a real match), in virtual reality and when observing video footage. Across the three environments we compared decision-making performance, visual behaviour (including search rate, fixation duration, and head movements) and the user experience of the referees. Results revealed that behaviour in the VR environment was indistinguishable from that on-field. In contrast, visual-motor behaviour when observing video footage was markedly different to that found on-field (and in VR). The results show that visual-motor behaviour in VR is representative of that found on-field and therefore suggests that VR offers promise as a representative training environment for sports officials to improve on-field performance in the natural environment.  相似文献   

14.
This study investigates the effect of the n-back task on cognitive workload while driving. Results of 20 studies with over 800 participants in total show a moderate to high mean effect size. That means the n-back task varies cognitive load while driving in a substantial matter. Further analysis reveals several moderator variables: experiments conducted in a driving simulator showed larger effect sizes than on-road studies. This effect decreases with increasing driving simulator fidelity. Furthermore, the specific driving task assignment moderates the effect: lane change task scenarios result in higher effects than other situations. Regarding the different measurement methods of cognitive workload, subjective questionnaires seem to have very high sensitivity. In contrast, n-back performance measures, detection response task measures, and physiological measurements result in moderate effect sizes, and driving performance measures show reduced sensitivity. Regarding different implementations of the n-back task itself, surprisingly, no moderators are found. Overall, the findings highlight the suitability of the n-back task as a method of inducing cognitive load in transportation research. The moderator analysis gives an overview of different methodological designs and how these designs will affect effect sizes.  相似文献   

15.
Across a variety of operational environments, virtual reality (VR) is being increasingly used as a means of simulating hazardous work conditions in order to allow trainees to practice advanced cognitive skills such as problem-solving and decision-making. Replicating dangerous conditions particularly involving heavy machinery in the real world can be dangerous and costly. The use of VR is therefore appealing across many industries such as aviation, mining, and rail. However, while the number of training prototypes increase less focus is being given to appropriate evaluation of the training provided via this technology. Increasing skills acquisition and performance does not depend solely on the appropriate design of simulation training. Of equal importance are strong performance measures which can ultimately feedback on the success or otherwise of training and highlight any deficits to guide ongoing improvements. To ensure cognitive skills acquired in a virtual training environment (VTE) are transferable to the real world, training objectives need to be tied directly to realistic scenario events which in turn are directly linked to measures of specific required behaviors.  相似文献   

16.
Virtual reality in psychotherapy: review.   总被引:1,自引:0,他引:1  
Giuseppe Riva 《Cyberpsychology & behavior》2005,8(3):220-30; discussion 231-40
Virtual reality (VR) has recently emerged as a potentially effective way to provide general and specialty health care services, and appears poised to enter mainstream psychotherapy delivery. Because VR could be part of the future of clinical psychology, it is critical to all psychotherapists that it be defined broadly. To ensure appropriate development of VR applications, clinicians must have a clear understanding of the opportunities and challenges it will provide in professional practice. This review outlines the current state of clinical research relevant to the development of virtual environments for use in psychotherapy. In particular, the paper focuses its analysis on both actual applications of VR in clinical psychology and how different clinical perspectives can use this approach to improve the process of therapeutic change.  相似文献   

17.
In this study the effects of virtual reality exposure therapy (VRET) were investigated in patients with acrophobia. Feelings of presence in VRET were systematically varied by using either a head-mounted display (HMD) (low presence) or a computer automatic virtual environment (CAVE) (high presence). VRET in general was found to be more effective than no treatment. No differences were found in effectiveness between VRET using an HMD or CAVE. Results were maintained at 6 months follow-up. Results of VRET were comparable with those of exposure in vivo (Cyberpsychology and Behavior 4 (2001) 335). In treatment completers no relationship was found between presence and anxiety. Early drop-outs experienced less acrophobic complaints and psychopathology in general at pre-test. They also experienced less presence and anxiety in the virtual environment used in session one as compared to patients that completed VRET.  相似文献   

18.
Responses to speeded judgment (e.g., “shoot/don’t shoot”) situations in naturalistic environments are influenced by many variables and psychological processes. We describe a custom-built simulator with head- and eye-tracking capabilities for basic and applied research on speeded decision making. The system allows the user to project life-sized, time-coded, videotaped, or computer-animated scenarios on a screen to collect reaction-time, shot-accuracy, and eye-movement data. An initial experiment is also reported to demonstrate the utility of the system for studying factors that affect speeded judgment under naturalistic situations.  相似文献   

19.
Thanks to technological advancements, virtual reality has become increasingly flexible and affordable, resulting in a growing number of user studies conducted in virtual environments. Pedestrian simulators, visualizing traffic scenarios from a pedestrians’ perspective, have thereby emerged as a powerful tool in traffic safety research. However, while both the interest in this technology and the concern for vulnerable road users is high, a systematic overview of research employing pedestrian simulators has not been provided so far.The present literature survey is based on 87 studies published during the past decade, investigating pedestrian behaviour by means of virtual traffic scenarios. Results were categorized according to the research question, technical setup, experimental task, and participant sample. Identifying trends and gaps in knowledge and highlighting differences between methodological approaches, this work serves as an assessment of the current state and a baseline from which to develop future research questions. It aims to demonstrate both opportunities and challenges of this relatively new methodology. Thereby, it is hoped to foster the awareness of existing limitations, support the reasonable interpretation of the available data, and guide pedestrian research towards reliable and generalizable insights enhancing pedestrian mobility, comfort, and safety.  相似文献   

20.
A review of the evidence on active and passive learning in virtual environments (VEs) suggests that both conditions have shown superiority under some conditions of learning and testing, but there is no consistent outcome pattern. Measures of transfer between virtual and real environments have also revealed a variety of outcomes. Following either active or passive learning in a VE, experiment 1 assessed measures of orientation and distance estimation in that VE and in a real-world equivalent environment. On measures of direct and relative distance, more accurate estimates were found for active than passive VE explorers. A suggestion was also noted for the orientation estimates to benefit from real-world rather than VE testing. With an improvement to the procedure, experiment 2 found similar real versus virtual orientation judgements, suggesting that an opportunity for active learning during the test procedure probably influenced orientation measures in experiment 1. We conclude that the effects of interactivity are unreliable and vary with the measures used, and that testing in virtual and real environments leads to similar outcomes.  相似文献   

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