Title: Human Physiology and Perception in Virtual Environment
1Human Physiology and Perception in Virtual
Environment
2Content
- 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
32.1 Physiology of visual perception
- Most important channel to the Virtual Environment
- human very sensitive to any anomalies of images
42.1.1 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
6Rod 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
7Cone 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
8Optic nerve
- Connection to the brain (visual cortex of the
brain) - the nerves form the left and the right eyes
intersect at chiasma
9Adaption
- 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
10Accomodation
- 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)
112.1.2 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
12Visual angle
- Dimensions of objects expressed in terms of
visual angle - angle substended by the eye
132.1.3 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
14Partial 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
16Binocular 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
17Stereopsis 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
19Vertical 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
20Image 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
21Image magnification induced retinal disparity
- Slightly magnified image in one eye can cause
several disparities depending on the nature of
the magnificatin - known as aniseikonia
22Stereoacuity
- 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
232.1.4 Visual motion perception
- Not properly understood
- can be convincing if the observer is static
24Motion 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
252.1.5 Temporal resolution
- The eye respond to changing or varying light
levels in order to give dynamic representations
of a scene
26Perception 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
272.1.6 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
282.1.7 Visual Space perception
- Surroundings provides a framework for the
perception of spatial relationships between
object - best define axis set more centred on the observer
29Constancy scaling
- Misleading effect on distance perception
- examples Delboeuf, Judd, Lipps, Muller-Lyer,
ponzo...
302.1.8 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
31Intensity
- The appearance of a coloured object depends
greatly upon a few conditions - a complex subject
32Test 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
34Colour 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
352.2 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
36TO 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
372.2.1 Hearing
- Divided into 3
- the external
- middle
- internal
- external collects sound waves with pinna
(auricle) gtgt into external auditory canal gtgt
tympanic membrane (eardrum)
38External 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
39Middle 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
40Inner 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
412.2.2 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
42Cont.
- 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
43Cont.
- 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
442.2.3 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)
452.2.4 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
462.3 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
472.3.1 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
48Anatomy 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
49Cont.
- 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)
50Cont.
- 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
51Cont.
- 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
52Proprioception/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
53Interstingly
- 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
54Cont.
- 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
55Cont.
- 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
56Mechanoreceptors
- 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
57Muscles 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
582.4 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
59Breakdown 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
60Cont.
- 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!
61Seeing 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.
62High 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
63Familiarity 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
64Zeltzers 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
65Determinants 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
66Summary
- Human factors principles in VE
- Key factor is to develop a series of metrics to
measure human performance - subject of human perception is vast