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Human Physiology and Perception in Virtual Environment

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Title: Human Physiology and Perception in Virtual Environment


1
Human Physiology and Perception in Virtual
Environment
2
Content
  • 2.1 Physiology of visual perception
  • 2.2 Physiology of auditory perception
  • 2.3 Physiology of haptic and kinaesthetic
    perception
  • 2.4 Virtual presence
  • 2.5 Summary

3
2.1 Physiology of visual perception
  • Most important channel to the Virtual Environment
  • human very sensitive to any anomalies of images

4
2.1.1 The Eye
  • Protected by the orbit (bony cavities in skull)
    and fatty material in the surrounding
  • supported by 6 extraocular muscles, allows
  • movements 50o to left an right
  • 40o above and 60o below

5
  • Others
  • eyelid provide protection from bright lights
  • cornea
  • iris
  • pupil 2 - 8mm in diameter, dilated in accordance
    with amount of light
  • cystalline lens provides variable focusing
  • retina photosensitive, convert electromagnetic
    radiation into impulses

6
Rod system
  • Unevenly distributed in the retina
  • Fovea area - absent
  • outside - 15 000 and 170 000mm-2
  • Several rods linked to a single nerve cell
  • React to light of lower intensity
  • Contain rhodopsin maximum sensitivity,
    dark-adpted for about 35 minutes

7
Cone system
  • Responsible for bright light, colour and visual
    acuity (sharpness)
  • most densely distributed in the fovea
  • each cone receptor is connected to a single nerve
    cell
  • Contain photochemical substance called iodopsin
  • the blindspots a palce where there is lack
    photoreceptor

8
Optic nerve
  • Connection to the brain (visual cortex of the
    brain)
  • the nerves form the left and the right eyes
    intersect at chiasma

9
Adaption
  • Human sensitive to extremely small variation in
    light over a wide range 1013 (from levels of
    just about perceptible to level of max. energy -
    can burn retina)
  • light sensing device must be in the above range
  • So far no man-made sensor within this range

10
Accomodation
  • Resting eyes depth 6m - infinity
  • pupil diameter will effect the depth fill
  • the process of altering the curvature of the
    crystalline lens by means of the ciliary muscles
    is call Accomodation
  • expressed in dioptres (the unit for specifying
    the refractive power of a lens)

11
2.1.2 Visual field
  • The ability to see an object
  • the object in the image of the retina
  • where on the retina it appears
  • charts constructed to show the visual field

12
Visual angle
  • Dimensions of objects expressed in terms of
    visual angle - angle substended by the eye

13
2.1.3 Stereopsis (binocular vision)
  • Both eyes share large portion of visual field
  • relates to neural and physiological interaction
    of the two eyes in the overlap region
  • if 2 very different images presented, the visual
    system often suppresses one of the images,
    occasionally alternates - binocular rivalry (br)
  • br effect depends on size, brightness and hue
  • users performance will be effected by br
  • stereopsis in not always necessary for depth
    perception

14
Partial binocular overlap
  • Alternative to binocular display
  • display monocular image inwards or outwards to
    create partial binocular overlap
  • can produce smaller and lighter optical system
    also an improvement in resolution
  • Average human has a binocular overlap (between
    two eyes) of 120o with 35o monocular vision
    either side of the overlap region
  • also consider the optics of the eye and the
    bridge of the nose

15
  • binocular overlap can be convergent and divergent
  • depending on the optical system being mounted
    inward or outward
  • outward gtgt divergent system, inward convergent
    system

16
Binocular rivalry effects
  • All observer have a dominant eye, brain
    suppresses the disparate image on one eye
  • dominant eye, eye whose image is perceived for a
    greater period of time
  • occurs in helmet-mounted display (HMD)
  • one channel is brighter than the other
  • display scene representation and complexity
  • easier to control rivalry effects in closed
    helmet display (no direct view of the real world)
  • harder to control rivalry in normal
    helmet-mounted displays that overlay outside
    world
  • substantial amount of information can be ignored

17
Stereopsis Limit of depth cue
  • 4 cues are responsible for giving depth
    perception
  • lateral retinal image disparity
  • motion parallax
  • differential image size
  • texture gradients

18
Lateral retinal image disparity
  • The difference in relative position of the image
    of an object on the observers retinas as a
    function of the IPD(interpupillary distance) and
    vergence position
  • depth perception
  • lateral retinal image disparity in the range of
    0o-10o
  • gt 0o-10o results in double images (diplopia) and
    the sensation of depth is lost

19
Vertical retinal image disparity
  • Occurs when vertical displacement of the retinal
    image in one of the eyes
  • limits the horizontal movement of the eye
  • vertical disparities do not convey any depth
    information to the observer
  • small amount can lead to diplopia (most users can
    adapt to this after 15-20 mins)
  • the user need to readapt to the real world
  • accounts for some criticisms of the VE system

20
Image rotation misalignment
  • A gradual increase of rotation misalignment
    between left and right eye channels quickly
    reaches the point where double images occur
  • Can cause
  • visual fatigue
  • image blurring
  • tears
  • queasiness

21
Image magnification induced retinal disparity
  • Slightly magnified image in one eye can cause
    several disparities depending on the nature of
    the magnificatin
  • known as aniseikonia

22
Stereoacuity
  • The ability to resolve small differences in depth
    between two object and is expressed in terms of
    visual angle
  • must eliminate other cues such as monocular depth
    cues, inter-position and perspective

23
2.1.4 Visual motion perception
  • Not properly understood
  • can be convincing if the observer is static

24
Motion parallax
  • Refers to the relationship between objects in an
    observers field of view as the observer moves in
    relation to the objects
  • does not matter if the observer is moving
    relative to the scene or vice versa the visual
    effects do not alter

25
2.1.5 Temporal resolution
  • The eye respond to changing or varying light
    levels in order to give dynamic representations
    of a scene

26
Perception of flicker in display device
  • Majority of displays produce images that are
    derived sequentially in raster-like fashion
  • so observer may perceive the display to be
    flickering on and off

27
2.1.6 Spatial resolution
  • Display structure can effect the perceived eye
    level
  • Spatial frequency response of a display system
  • an optical system can increase the amount of
    blurring produced by a display system
  • blurring can be caused by a small point source in
    the image plane being reproduced as a spot of
    finite size
  • Spatial frequencies relationship to frame rate
    and bandwidth
  • the video bandwidth of a CRT(Cathode Ray Tube) or
    matrix display is proportional to the frame rate
    and the total number of pixels.
  • Slow frame rates can increase the perception of
    flicker

28
2.1.7 Visual Space perception
  • Surroundings provides a framework for the
    perception of spatial relationships between
    object
  • best define axis set more centred on the observer

29
Constancy scaling
  • Misleading effect on distance perception
  • examples Delboeuf, Judd, Lipps, Muller-Lyer,
    ponzo...

30
2.1.8 Colour perception
  • 3 attributes applied to colour perception
  • Hue the correct term to describe a colour by
    name
  • Saturation describe the amount of purity or
    proportion of pure chromatic colour in the
    perception
  • Brightness/Intensity the degree of a luminous
    light source

31
Intensity
  • The appearance of a coloured object depends
    greatly upon a few conditions
  • a complex subject

32
Test for colour perception
  • Test includes
  • simple matching of lightness or hue of one test
    objects to another
  • comparisons involving coloured objects on
    coloured background
  • others
  • achromatic response- exhibits a certain behaviour
    for a wide range of wavelength usually from blue
    to red (white light response)

33
  • monochromatic - a narrower spectral response over
    a few tens of wavelength (result in a single
    colour display - incorrect to describe a black
    and white display)
  • a coloured object when viewed under incandescent
    light will appear to have different hue,
    lightness and chrome, compared to natural
    daylight

34
Colour specification
  • Definition subjective
  • more accurate to plot the radiance of the light
    source as a function of wavelength
  • for transparent objects such as coloured filters,
    the spectral transmittance distribution is
    usually specified

35
2.2 Physiology of auditory perception
  • Extremely impressive sensory system
  • responsive to a wide range with a sensitivity of
    0.2
  • the ears of an average young person are sensitive
    to all sounds from about 15 Hz to 20,000 Hz
  • the frequencies to which the ear is most
    sensitive (about 1,000 to 2,000 Hz)
  • upper capability of around 110dB(unit to measure
    the intensity/loudness of sound)
  • a sensitivity of a fraction of decibel at all
    intensity levels is something that no current
    electronic system can easily emulate

36
TO synthesize realistic auditory environment
  • take into account
  • acoustic environ and deal with aspects such as
    echo or reverberation
  • position and orientation of the listeners head,
    the source position (head related transfer
    function, HRTF)
  • phase differences
  • overtones
  • 2 pathways for the reception of sound normal air
    conduction route via ears, the bone conduction
    route in the head
  • total auditory perception the routes of sound
    the masking effects caused by the head
    inter-aural time delay between two ears

37
2.2.1 Hearing
  • Divided into 3
  • the external
  • middle
  • internal
  • external collects sound waves with pinna
    (auricle) gtgt into external auditory canal gtgt
    tympanic membrane (eardrum)

38
External ear
  • The pinna elastic-like cartilage coverd by a
    thick layer of skin
  • acts as a linear filter whose transfer function
    is dependent upon the direction and distance of
    the sound source
  • code the spatial characteristics of the sound
    field into temporal and spectral attributes
  • experiences properties such as diffraction,
    dispersion, interference, masking, reflection and
    resonance
  • the external auditory canal 2.5 cm long, wall
    composed of bone lined with the same cartilage
    material of pinna, surface covered with thin,
    highly sensitive skin
  • the tympanic membrane semi transparent layer of
    connective tissue that separates the external
    auditory canal and the middle ear
  • vibrates according to sound, external ear
    teminates here

39
Middle ear
  • Small air-filled cavity (epithelial lined)
  • one end is the tympanic membrane and the other
    end are two openings - oval and round windows
  • also contain auditory tube that connects with the
    throat
  • also contain small auditory assicles known as the
    malleus, incus and stapes
  • malleus connected to tympanic membrane and gtgt
    vibrations to incus gtgt stapes gtgt oval window

40
Inner ear
  • Complicated series of canals
  • an outer bony labyrinth
  • consists of series of cavities, the vestibule,
    the cochlea and semicircular canals
  • an inner membranous labyrinth
  • tympanic membrane as an amplifier, increasing the
    auditory signals to the oval window gtgt into the
    perilymph fluid of inner ear
  • vibration in perilymph cause the oval window to
    vibrate accordingly with the auditory signal
    gtgtcauses pressure to vary in the endolymph of
    cochlea gtgt causing hairs of the basilar membrane
    to move against the tectorial membrane gtgt causes
    the generation of nerve impulses gtgt travel to
    midbrain, the thalamus gtgt finally to auditory
    region of the temporal lobe of the cerebral cortex

41
2.2.2 Auditory localization
  • The perception of where the sound is coming from
    - the pinnae palys an important role
  • 2 mechanism involve in our localization of sound
  • Intensity differences
  • operate for audio tones whose frequency is above
    1.5kHz
  • the higher the frequency, the greater the effect
    of head masking
  • relative intensity can approach 20 dB attenuation
    in one ear compared to the other
  • Temporal differences
  • an interaural delay as small as 10 µs can be
    detected by some individual
  • an interaural delay in excess of 650 µs can be
    sufficient to localize a sound

42
Cont.
  • Audio localization is a function of
  • The difference of sound reaching the two ears
  • the differences in sound relative to the
    directions and range relative to the observer
  • monaural cues derived from pinna
  • Head movement
  • localization understood in the horizontal plane
    (left to right) but very little is known for
    median plane and front to back
  • possible for sound to arrive 700 µs earlier in
    one ear, can be attenuated as much as 40 dB, the
    interaural differences is negligible at distances
    grater than 1m

43
Cont.
  • Interaural differences 0, if sound source
    exists directly in front of (or behind) the
    listener
  • even if vertical position is raised or lowere
    from the central position
  • if head is moved the sound is put outside th
    emedian plane, resulting in interaural
    differences
  • familiar sound distinguished because of the
    differential effects of the pinna
  • A sound is generally softer when originating from
    the back compared to the front
  • timbre is the name given to distinguish 2
    auditory signals that have the same pitch and
    intensity
  • spectral composition of the sound source
  • brightness, mellowness and richness
  • depends on the envolope of the sound signal and
    the rate of amplitude modulation

44
2.2.3 Frequency analysis
  • Signals mixed into complex audio signal
  • in order to hear the individual components, the
    frequency must be sufficiently separated from one
    another - frequency selectivity
  • When the component frquencies are too close, the
    signal is perceived as a single component the
    Ohms acoustic law
  • the ear can be said to act as a series of
    narrowly tuned filters (oversimplification)

45
2.2.4 Pitch discrimination
  • Human sensitive to sound pitch variation in the
    range of 1kHz to 3 kHz
  • perceptible frequency difference by average human
    is 0.3 (change fromm 1000Hz to 1003Hz)
  • this figure can be improved gtgt musicians
  • At lower frequency on range of 32 Hz to 64 Hz,
    the perceptible frequency difference is in the
    order of 1
  • At higher frequencies 16kHz to 20 kHz pitch
    discrimination is extremely poor
  • average human can resolve about 2000 pitch
    variations
  • musiciangtgt pitch depends on intensity and
    frquency
  • pitch is not a simple function of frequency

46
2.3 Physiology of haptic and kinaesthetic
perception
  • Haptic- concerned with the sense of touch or
    force on the body)
  • Kinaesthetic - awareness of where body parts an
    limbs are in space, both statically and
    dynamically

47
2.3.1 Physiology of touch (cutaneous sensitivity)
  • Mechanical contact with skin
  • contact, vibration, sharp, pressure
  • touch more acurately calledcutaneous sensitivity
  • complex
  • must consider other stimuli such as heat
  • skin 1-2mm below the eperdermis (outer layer)
  • local disturbance distributed, thereby
    attenuating the sensation of touch
  • certain region of skin more sensitive to touch
    than others

48
Anatomy of the skin
  • Three mechanical stimuli that produce the
    sensation of touch
  • step function a displacement of the skin for an
    extended period of time, for example a small
    point resting on the surface of the skin
  • Impulse function a transitory displacement of
    the skin that lasts for a few milliseconds
  • periodic functions transitory displacement of
    the skin that is repeated regularly at constant
    or variable frequency
  • skin has certain thresholds for touch
    (vibrotactile thresholds)gtgt depends on
  • the type and position of the stimuli (where on
    the body)
  • temporal summation (the frequency of stimuli)
  • Rapidly adapting receptor (phasic) pressure,
    touch and smell
  • Slowly adapting receptor (tonic) pain and body
    position

49
Cont.
  • Some sensation have after-images, which persist
    when the stimulus has been removed
  • Some sensation may disappear, even when the
    stimulus is still being applied
  • Cutaneous receptors consists of dendrites of
    sensory neurons that can be enclosed in a capsule
    of epithelial or connective tissues
  • The nerve impulses generated by the cutaneous
    receptors gtgt somatic afferent neurons in the
    spinal and cranial nerves gtgt thalamus gtgt the
    general sensory area of the parietal lobe of the
    cortex
  • neural pathway for touch, light and pressure
    anterior (ventral) spinothalamic pathway gtgt
    ventral posterolateral nucleus of the thalamus
    (some sensation of light touch and pressure) gtgt
    cerebral cortex (fully localized)

50
Cont.
  • Light touch ability to perceive that something
    has touched the skin
  • discriminative touch ability to localize exactly
    the point of touch
  • skin
  • tactile receptors
  • hair root plexuses detect movement on the
    surface of body, hair as simple lever
  • free nerve endingsdetection of pain, object
    continuous contact
  • tactile discs assist in discriminative touch
  • corpuscles of touch(numerous in the fingertips
    and palms of the hand) perception of
    discriminative touch
  • type II cutaneous mechanoreceptors heavy and
    continous touch sensation
  • Cutaneous sensitive nerve fibres
  • SA1, SA2 slowly adapting nerve fibres -
    responsive to an object that comes into contact
    with the skin
  • RA1, RA2 fast adapting nerve fibres - respond on
    the movement of the skin

51
Cont.
  • To construct device to communicate the sensation
    of touch to a user
  • must be aware of the dynamic range of touch
    receptors and adaption to certain stimuli
  • too easy to disregard the fundamental
    characteristics of the human body

52
Proprioception/kinaesthesia
  • Awareness of the movements and relativepositions
    of various part of the body
  • takes into account
  • the rate and movement of our limbs
  • the static position when movement ceases
  • so can estimate the weight supported by the limbs
    / the force exerted by the contaction of our
    muscles
  • human can remember a particular joint position
    even after 24 hours of an event
  • visual cues help in kinaesthetic judgement
  • muscles receptors awareness of static limb
    position
  • muscles receptors vitaneous receptors
    awareness of limb dynamics

53
Interstingly
  • lack of sense of static position of the finger
    joints -
  • this comes from cues of movement signals from the
    muscles and the skin receptors and
  • non-kinaesthetic cues
  • joints closer to body insensitive to small angles
    compared to distal joints
  • also consider the velocity of individual joints
  • small rate movement might be too small for
    perception
  • subject not fully understood for example tnesing
    ones muscles improve movement sense

54
Cont.
  • Human can gauge or measure the force produced by
    the contraction of certain muscles by 2
    mechanisms
  • sensory inputs from tension receptors provide an
    awareness of mucscle tension
  • command signals generated in the brain are
    monitored and provide a sense of effort
  • term light or heavy perception of the weight
    of an object depends on weight of object and the
    condition of the muscles
  • effect known as weight expectancy illusion
    when heavy object is lifted prior to lifting a
    lighter object gtgt underestimation of the weight
    of the lighter object

55
Cont.
  • Human detection of joint angle in range of 0.20o
    - 6.10o
  • order of decreasing sensitivity of the joints
  • hip, shoulder, knee, ankles, elbow, knuckles,
    wrist, the last toe metacarpophalangeal joints,
    toes
  • human also possess an internal image of the
    positions of our limbs/joints that does not
    depend on sensing information memory capability
    for limb position
  • mental capability can be fooled by the effect of
    surroundings

56
Mechanoreceptors
  • Cutaneous mechanoreceptors partly responsible
    kinaesthesia gtgt
  • skin stretches and contracts as we move
  • differentiation in cutaneous mechanoreceptors
    over different regions of body hands, feet and
    face more sensitive than skin around elbows
  • does not convey a sense of joint position
  • joint mechanoreceptors found in ligaments and
    capsules of joint and adapt slowly to stretching
    of ligaments and compression of capsules
  • exception when hyperextension of a joint occurs
  • Muscles mechanoreceptors most dominant mechanism
    for kinaesthesia

57
Muscles spindles and Golgi tendon
  • Muscles spindles Sensitive to limb position and
    movement
  • lie in parallel with the contractile elements of
    muscle tissue
  • can determine muscles stretch and rate of
    increase in muscle length
  • Golgi tendon organs detecting tension
  • lie in series with the tension producing muscle
    elements
  • produce an indication of tension developed in the
    muscles

58
2.4 Virtual presence
  • Two types of feeling in virtual presence
  • Feeling of being part of a synthetic experience
  • feels immersed to some extend but also aware of
    the outside world
  • not a complete immersion
  • such as some of the virtual environment games
  • other factors also contribute
  • poor graphics, cartoon type environment,
    hand-held button ...
  • Feeling of being immersed in the synthetic
    experience
  • felt part of the actual environment
  • can take palce slowly
  • visual cue important to gain sense of presence

59
Breakdown of virtual presence
  • When
  • person feels tired
  • head-mounted display becomes uncomfortable
  • unnatural movements or lags in VE
  • visual or auditory information not realistic
  • this subject not fully understood
  • need to be aware of the way human being interacts
    with a real world and the adaptation that takes
    place when things change in the real or external
    environment. Ellis (1991) states that
  • knowledge constantly being updated by behavioral
    plasticity of visual-motor coordination and
    vestibular reflexes
  • large part of our sense of physical reality gtgt
    internal processing NOT from immediate sensory of
    info we receive

60
Cont.
  • Important to
  • Match our virtual environment peripherals to the
    operator perceptual system
  • how we present information to the operator
  • Sheridan (1992) states that
  • presence is subjective sensation like mental
    workload and mental model
  • likely to be multidimensional
  • Presence - subjective or objective measures? Have
    not been determined!

61
Seeing parts of ones own body
  • Seeing parts of ones body reinforce the feeling
    of presence
  • strong feeling of presence if visual system
    allows actual parts of operator to come into
    field of view at the appropriate time.

62
High resolution and large field of view
  • Must no have the framework of display visible gtgt
    can cause conflict in the sense of presence
  • operator/user should be able to move / see things
    in the environment as in the real world
  • restrictive view can reduce the feeling of
    presence

63
Familiarity of virtual environment of scene
  • time taken to adapt to VE shorter if VE relates
    to real world
  • depends on the VE system as a whole
  • Zeltzer (1991 and 1992) states that, VE has 3
    components
  • a set of models/objects or processes
  • a means of modyfying the states of these model
  • a range of sensory modalities to allow the
    participant to experience the VE

64
Zeltzers cube
  • The cube (scaling 0 - 1)
  • Autonomy refers to qualitative measure of the
    virtual objects ability to react to events and
    stimuli.
  • Interaction refers to the degree of access to
    the parameters or variables of an object.
  • 0 non real time control of variables
  • 1 variables that can be manipulated in real time
    during program execution
  • Presence crude measure of the fidelity of the
    sensory input and output channels.
  • Dependen upon the task requirements application
    has a bearing

65
Determinants of presence
  • Sheridan (1992) proposed 3 determinants another
    one
  • Extent of sensory information
  • Ability of the observer to modify theor viewpoint
    for visual parallax or visual field. Includes the
    ability to reposition the head to maintain
    binaural hearing
  • Ability to modify the spatial relationships of
    objects in the virtual environment
  • The closed loop performance due to an
    opertor-induced motor movement. Also includes the
    dynamic behaviour of movable objects in the
    virtual environment
  • task to be performed important not just the
    visual displayed
  • matching devices to performance of human sensory
    gtgt difficult

66
Summary
  • Human factors principles in VE
  • Key factor is to develop a series of metrics to
    measure human performance
  • subject of human perception is vast
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