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1.
An inexpensive head-mounted scene holder is described. In contrast to the usual biteboard/fixed-head approach, the present apparatus allows head movements without introducing substantial artifact. This enables eye movement investigations of brain-damaged or psychiatric subjects who often cannot maintain prolonged head immobility; also, the unit makes possible subjects’ verbal reports coincident with visual scanning.  相似文献   

2.
The authors examined the resolution of a discrepancy between visual and proprioceptive estimates of arm position in 10 participants. The participants fixed their right shoulder at 0°, 30°, or 60° of transverse adduction while they viewed a video on a head-mounted display that showed their right arm extended in front of the trunk for 30 min. The perceived arm position more closely approached the seen arm position on the display as the difference between the actual and visually displayed arm positions increased. In the extreme case of a 90° discrepancy, the seen arm position on the display was very gradually perceived as approaching the actual arm position. The magnitude of changes in sensory estimates was larger for proprioception (20%) than for vision (< 10%).  相似文献   

3.
Two experiments investigated the effects of landmarks and body-based information on route knowledge. Participants made four out-and-back journeys along a route, guided only on the first outward trip and with feedback every time an error was made. Experiment 1 used 3-D virtual environments (VEs) with a desktop monitor display, and participants were provided with no supplementary landmarks, only global landmarks, only local landmarks, or both global and local landmarks. Local landmarks significantly reduced the number of errors that participants made, but global landmarks did not. Experiment 2 used a head-mounted display; here, participants who physically walked through the VE (translational and rotational body-based information) made 36% fewer errors than did participants who traveled by physically turning but changing position using a joystick. Overall, the experiments showed that participants were less sure of where to turn than which way, and journey direction interacted with sensory information to affect the number and types of errors participants made.  相似文献   

4.
The present study is designed to test the role of immersion and media content in the sense of presence. Specifically, we are interested in the affective valence of the virtual environments. This paper describes an experiment that compares three immersive systems (a PC monitor, a rear projected video wall, and a head-mounted display) and two virtual environments, one involving emotional content and the other not. The purpose of the experiment was to test the interactive role of these two media characteristics (form and content). Scores on two self-report presence measurements were compared among six groups of 10 people each. The results suggest that both immersion and affective content have an impact on presence. However, immersion was more relevant for non-emotional environments than for emotional ones.  相似文献   

5.
Our group has developed a relatively low-cost virtual reality (VR) system for rehabilitation of the upper limb following stroke. Our system is immersive in that the participant views a representation of their arm and hand, reaching and retrieving objects in the virtual environment (VE), through a head-mounted display (HMD). This is thought to increase the participant's sense of presence in the VE and may lead to improved rehabilitation outcomes. However, use of immersion, particularly with our low-cost system, may increase the incidence of side effects reported. Therefore, the aim of this project was to assess the interaction of healthy users and those following stroke, in terms of their experience of presence in the VE and the rate of self-reported side effects. Differences in rates of perceived exertion, levels of enjoyment, and sense of control between both groups were also explored.  相似文献   

6.
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   

7.
In this study, the determinants of head motions (rotations) when driving around bends were investigated when drivers viewed the scene through a head-mounted display. The scene camera was either fixed or coupled to head motions along 2 or 3 axes of rotation. Eight participants drove around a triangular circuit and the range and speed of head rotations, the correlations between head rotations and lateral acceleration, and the coupling between the different axes of head rotation were calculated. Results showed that substantial head rotations were made even when head rotations had no influence on the direction of the camera, suggesting a strong motor coupling between steering actions and head motion. Head roll was determined, at least in part, by the gravito-inertial force, contradicting earlier results reported in the literature.  相似文献   

8.
Mirror training and movement imagery have been demonstrated to be effective in treating several clinical conditions, such as phantom limb pain, stroke-induced hemiparesis, and complex regional pain syndrome. This article presents an augmented reality home-training system based on the mirror and imagery treatment approaches for hand training. A head-mounted display equipped with cameras captures one hand held in front of the body, mirrors this hand, and displays it in real time in a set of four different training tasks: (1) flexing fingers in a predefined sequence, (2) moving the hand into a posture fitting into a silhouette template, (3) driving a “Snake” video game with the index finger, and (4) grasping and moving a virtual ball. The system records task performance and transfers these data to a central server via the Internet, allowing monitoring of training progress. We evaluated the system by having 7 healthy participants train with it over the course of ten sessions of 15-min duration. No technical problems emerged during this time. Performance indicators showed that the system achieves a good balance between relatively easy and more challenging tasks and that participants improved significantly over the training sessions. This suggests that the system is well suited to maintain motivation in patients, especially when it is used for a prolonged period of time.  相似文献   

9.
We tested the predictions of Attentional Control Theory (ACT) by examining the effect of anxiety on attention control and the subsequent influence on both performance effectiveness and performance efficiency within a perceptual-motor context. A sample (N = 16) of elite shotgun shooters was tested under counterbalanced low (practice) and high (competition) anxiety conditions. A head-mounted, corneal reflection system allowed point of gaze to be calculated in relation to the scene, while motion of the gun was evaluated using markers placed on the barrel which were captured by two stationary cameras and analyzed using optical tracking software. The quiet eye (QE) duration and onset were analyzed along with gun barrel displacement and variability; performance outcome scores (successful vs. unsuccessful) were also recorded. QE (Vickers, 1996) is defined as the final fixation or tracking gaze that is located on a specific location/object in the visual display for a minimum of 100 ms. Longer QE durations have been linked to successful performance in previous research involving aiming tasks. Participants demonstrated shorter quiet eye durations, and less efficient gun motion, along with a decreased performance outcome (fewer successful trials) under high compared with low anxiety conditions. The data support the predictions of ACT with anxiety disrupting control processes such that goal-directed attention was compromised, leading to a significant impairment in performance effectiveness.  相似文献   

10.
Baurès R  Hecht H 《Perception》2011,40(6):674-681
On Earth, gravity accelerates freely moving objects downward, whereas upward-moving objects are being decelerated. Do humans take internalised knowledge of gravity into account when estimating time-to-contact (TTC, the time remaining before the moving object reaches the observer)? To answer this question, we created a motion-prediction task in which participants saw the initial part of an object's trajectory moving on a collision course prior to an occlusion. Observers had to judge when the object would make contact with them. The visual scene was presented with a head-mounted display. Participants lay either supine (looking up) or prone (looking down), suggestive of the ball either rising up or falling down toward them. Results showed that body posture had a significant effect on time-to-contact estimation, but only when occlusion times were long (2.5 s). The effect was also rather small. This lack of immediacy in the posture effect suggests that TTC estimation is initially robust toward the effect of gravity, which comes to bear only as more time is allowed for post-processing of the visual information.  相似文献   

11.
OBJECTIVE: The current study tested the effectiveness of interactive versus passive distraction that was delivered via a virtual reality type head-mounted display helmet for children experiencing cold pressor pain. DESIGN: Forty children, aged 5 to 13 years, underwent 1 or 2 baseline cold pressor trials followed by interactive distraction and passive distraction trials in counterbalanced order. MAIN OUTCOME MEASURES: Pain threshold and pain tolerance. RESULTS: Children who experienced either passive or interactive distraction demonstrated significant improvements in both pain tolerance and pain threshold relative to their baseline scores. In contrast, children who underwent a second cold pressor trial without distraction showed no significant improvements in pain tolerance or threshold. CONCLUSION: Although both distraction conditions were effective, the interactive distraction condition was significantly more effective. Implications for the treatment of children's distress during painful medical procedures are discussed.  相似文献   

12.
A syringe holder for long fine electrodes is described. The device was designed for use in lesioning mice. The holder is easily constructed from a disposable syringe by simply adapting the plunger for grasping the electrode and for connecting to a lesion maker.  相似文献   

13.
Skilled performance in sport often relies on looking at the right place at the right time. Differences in visual behaviour can thus characterise expertise. The current study examined visual attention associated with surfing expertise. Expert (n = 12) and novice (n = 12) surfers viewed 360-degree surfing videos in a head-mounted display. Eye-gaze, presence, and engagement were measured. Experts were faster to detect approaching high, and low waves, spent more time overall attending to high-performance value areas-of-interest (AOIs; pocket, shoulder, lip), and were more physically engaged. Group differences were not found for presence or simulator sickness. Outcomes show that surfing expertise is associated with more optimal visual attention to cues informing wave approach and wave dynamics. Experts look at these areas earlier than novices, and for more time overall. The findings suggest the performance advantages of early planning of motor actions, along with moment-to-moment adjustments while surfing.  相似文献   

14.
Virtual reality (VR) technology is being used with increasing frequency as a training medium for motor rehabilitation. However, before addressing training effectiveness in virtual environments (VEs), it is necessary to identify if movements made in such environments are kinematically similar to those made in physical environments (PEs) and the effect of provision of haptic feedback on these movement patterns. These questions are important since reach-to-grasp movements may be inaccurate when visual or haptic feedback is altered or absent. Our goal was to compare kinematics of reaching and grasping movements to three objects performed in an immersive three-dimensional (3D) VE with haptic feedback (cyberglove/grasp system) viewed through a head-mounted display to those made in an equivalent physical environment (PE). We also compared movements in PE made with and without wearing the cyberglove/grasp haptic feedback system. Ten healthy subjects (8 women, 62.1 ± 8.8 years) reached and grasped objects requiring 3 different grasp types (can, diameter 65.6 mm, cylindrical grasp; screwdriver, diameter 31.6 mm, power grasp; pen, diameter 7.5 mm, precision grasp) in PE and visually similar virtual objects in VE. Temporal and spatial arm and trunk kinematics were analyzed. Movements were slower and grip apertures were wider when wearing the glove in both the PE and the VE compared to movements made in the PE without the glove. When wearing the glove, subjects used similar reaching trajectories in both environments, preserved the coordination between reaching and grasping and scaled grip aperture to object size for the larger object (cylindrical grasp). However, in VE compared to PE, movements were slower and had longer deceleration times, elbow extension was greater when reaching to the smallest object and apertures were wider for the power and precision grip tasks. Overall, the differences in spatial and temporal kinematics of movements between environments were greater than those due only to wearing the cyberglove/grasp system. Differences in movement kinematics due to the viewing environment were likely due to a lack of prior experience with the virtual environment, an uncertainty of object location and the restricted field-of-view when wearing the head-mounted display. The results can be used to inform the design and disposition of objects within 3D VEs for the study of the control of prehension and for upper limb rehabilitation.  相似文献   

15.
Using virtual reality techniques we created a virtual room within which participants could orient themselves by means of a head-mounted display. Participants were required to search for a nonimmediately visually available object attached to different parts of the virtual room's walls. The search could be guided by a light and/or a sound emitted by the object. When the object was found participants engaged it with a sighting circle. The time taken by participants to initiate the search and to engage the target object was measured. Results from three experiments suggest that (1) advantages in starting the search, finding, and engaging the object were found when the object emitted both light and sound; (2) these advantages disappeared when the visual and auditory information emitted by the object was separated in time by more than 150 ms; (3) misleading visual information determined a greater level of interference than misleading auditory information (e.g., sound from one part of the room, light from the object).  相似文献   

16.
Fath AJ  Fajen BR 《Perception》2011,40(8):887-904
The role of static eyeheight-scaled information in perceiving the passability of and guiding locomotion through apertures is well established. However, eyeheight-scaled information is not the only source of visual information about size and passability. In this study we tested the sufficiency of two other sources of information, both of which are available only to moving observers (ie are dynamic) and specify aperture size in intrinsic body-scaled units. The experiment was conducted in an immersive virtual environment that was monocularly viewed through a head-mounted display. Subjects walked through narrow openings between obstacles, rotating their shoulders as necessary, while head and shoulder position were tracked. The task was performed in three virtual environments that differed in terms of the availability of eyeheight-scaled information and the two dynamic sources of information. Analyses focused on the timing and amplitude of shoulder rotation as subjects walked through apertures, as well as walking speed and the number of collisions. Subjects successfully timed and appropriately scaled the amplitude of shoulder rotation to fit through apertures in all three conditions. These findings suggest that visual information other than eyeheight-scaled information can be used to guide locomotion through apertures.  相似文献   

17.
We investigated whether forward or side-to-side head movements yielded more accurate and precise monocular egocentric distance information, as shown by performance in a reaching task. Observers wore a head-mounted camera and display to isolate the optic flow generated by their head movements and had to reach to align a stylus directly under a target surface. Performance in the two head movement conditions was also tested with normal monocular vision. We tested performance in the two head movement conditions when the observers were given haptic feedback and compared performance when haptic feedback was removed. Performance was both more accurate and more precise in the forward head movement condition than in the side-to-side head movement condition. Performance in the side-to-side condition also deteriorated more after the removal of haptic feedback than did performance in the forward head movement condition. In the normal monocular condition, performance was comparable for the two head movement conditions. The implications for enucleated patients are discussed.  相似文献   

18.
In this research work, we contribute with a behaviour learning process for a hierarchical Bayesian framework for multimodal active perception, devised to be emergent, scalable and adaptive. This framework is composed by models built upon a common spatial configuration for encoding perception and action that is naturally fitting for the integration of readings from multiple sensors, using a Bayesian approach devised in previous work. The proposed learning process is shown to reproduce goal-dependent human-like active perception behaviours by learning model parameters (referred to as "attentional sets") for different free-viewing and active search tasks. Learning was performed by presenting several 3D audiovisual virtual scenarios using a head-mounted display, while logging the spatial distribution of fixations of the subject (in 2D, on left and right images, and in 3D space), data which are consequently used as the training set for the framework. As a consequence, the hierarchical Bayesian framework adequately implements high-level behaviour resulting from low-level interaction of simpler building blocks by using the attentional sets learned for each task, and is able to change these attentional sets "on the fly," allowing the implementation of goal-dependent behaviours (i.e., top-down influences).  相似文献   

19.
Two experiments were conducted to investigate whether locomotion to a novel test view would eliminate viewpoint costs in visual object processing. Participants performed a sequential matching task for object identity or object handedness, using novel 3-D objects displayed in a head-mounted display. To change the test view of the object, the orientation of the object in 3-D space and the test position of the observer were manipulated independently. Participants were more accurate when the test view was the same as the learned view than when the views were different no matter whether the view change of the object was 50° or 90°. With 50° rotations, participants were more accurate at novel test views caused by participants’ locomotion (object stationary) than caused by object rotation (observer stationary) but this difference disappeared when the view change was 90°. These results indicate that facilitation of spatial updating during locomotion occurs within a limited range of viewpoints, but that such facilitation does not eliminate viewpoint costs in visual object processing.  相似文献   

20.
Factors that influence presence in educational virtual environments.   总被引:2,自引:0,他引:2  
The present article is a part of a project for the measurement of presence in educational virtual environments (VEs), since presence is correlated with higher levels of cognitive performance and emotional development, factors that contribute to knowledge construction. The aim of our study was to investigate the sense of presence of 12-year-old pupils within an educational VE representing an ancient Greek house through a sense of embodiment and the ability to handle task performance, while using various peripheral devices. This is the first report on presence measurement with children, based on the indication that children and adults may apply very unrelated criteria. Our results showed statistically significant differences on the level of tiredness and ease of use in using six different input devices. The combination of the keyboard and mouse and the keyboard on its own were the least tedious and easiest input devices, giving a sense of presence as stated by the pupils. Environmental richness and the high level of interactivity within the VE resulted in a high degree of presence for almost all the pupils. The majority of them felt a sense of presence whilst driving the avatar, indicating that presence is significantly correlated with pupils' degree of association with their virtual bodies. All the pupils felt a sense of presence when wearing the head-mounted display. Our findings are in line with those of other researchers and show evidence of personal, social and environmental presence.  相似文献   

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