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Title: PCbased Telerehabilitation System with Force Feedback


1
476 Midterm Results
Midterm average 75.6
2
Human Factors in VR
Electrical and Computer Engineering Dept.
3

System architecture
4


Human factors in VR
(Stanney et al., 1998)
5

Human factors in VR
Will the user get sick in VR?
How should VR technology be improved to better
meet the users needs?
?
Which tasks are most suitable for users in
VR?
How much feedback from VR can the user process?
Which user characteristics will influence VR
performance?
Will the user perceive system limitations?
Will there be negative societal impact from
users misuse of the technology?
What kind of designs will enhance users
performance in VR?
(Stanney et al., 1998)
6

  • Human factors vocabulary
  • HF study series of experiments in very
    rigorous conditions aimed at the user (can be
    controlled or case study)
  • Experimental protocol establishes a structured
    sequence of experiments that all participants
    need to perform
  • Trial a single instance of the experiment
  • Session - a sequence of repeated trials
  • Rest period time between sessions
  • Experimental database files that store
    experimental data
  • Institutional Review Board (IRB) watchdog
    office regulating HF experiments
  • Principal Investigator (PI) person conducting
    the HF study. Needs to be certified by the IRB

7
  • H. F. vocabulary - continued
  • Subject - a participant in a HF study (male or
    female, age, volunteer or paid, right handed or
    left handed, normal or disabled, etc)
  • Experimental group subjects on which the
    experiments are done
  • Control group a number of subjects used for
    comparison with the experimental group
  • Controlled study a study that uses both an
    experimental and control group
  • Case study (also called pilot study) smaller
    study with no control group.
  • Consent form needs to be signed by all
    participants into the study
  • Baseline test measurement of subjects
    abilities before trial

8


Human factors in VR
Health and Safety
Societal Implications
(Stanney et al., 1998)
9

The stages of human factors studies
10

Determine focus
Develop experim. protocol
The stages of human factors studies
Recruit subjects
Conduct study
Analyze data
11

  • Human factors focus
  • What is the problem? (ex. People get headaches)
  • Determines the hypothesis (ex. Faster graphics
    is better)
  • Establishes type of study (usability,
    sociological, etc.)
  • Objective evaluation, subjective evaluation or
    both?

12

Determine focus
Develop experimental protocol
The stages of human factors studies
Recruit subjects
Conduct study
Analyze data
13
  • Experimental protocol
  • What tasks are done during one trial?
  • How many trials are repeated per session?
  • How many sessions per day, and how many days for
    the study?
  • How many subjects in experimental and control
    group?
  • What pre and post-trial measurements are done?
  • What variables are stored in the database?
  • What questions on the subjective evaluation form?


14

Determine focus
Develop experim. protocol
The stages of human factors studies
Recruit subjects
Conduct study
Analyze data
15
  • Subject recruitment
  • Sufficient number of subjects need to be
    enlisted in the study to have statistical
    significance
  • Place advertisements, send targeted emails, web
    posting, go to support/focus groups, friends,
    etc.
  • Subjects are screened for unsuitability to
    study
  • Subjects sign consent form
  • Subjects are assigned a code to protect their
    identity
  • Subjects sign release for use of data in
    research,
  • Subjects may get exposure to technology


16

Determine focus
Develop experim. protocol
The stages of human factors studies
Recruit subjects
Conduct study
Analyze data
17

Determine focus
Develop experim. protocol
The stages of human factors studies
Recruit subjects
Conduct study
Analyze data
18

  • Data Collection
  • VR can sample much larger quantity of data and
    at higher temporal density than classical
    paper-and-pencil methods
  • Data recorded online can be played back during
    task debriefing and researchers do not have to be
    co-located with the subjects (remote
    measurements)
  • Measurements need to be sensitive (to
    distinguish between novice and expert users),
    reliable (repeatable and consistent) and valid
    (truthful)
  • Latencies and sensor noise adversely affect
    these requirements.

19

  • Data Analysis
  • Experiments store different variables, depending
    on the type of test
  • task completion time time needed to finish the
    task (can use system time, sequence of actions,
    or stopwatch)
  • task error rate number or percentage of errors
    done during a trial
  • task learning a decrease in error rate, or
    completion time over a series of trials
  • Analysis of Variation (ANOVA) statistical
    package used to analyze data and determine if
    statistical difference exists between trials or
    conditions.

20


Data analysis - continued
Learning results in less errors and more uniform
performance among subjects
21

Data analysis - continued
22


Data analysis - continued
  • Task learning time and error rates are applicable
    to VR in general
  • Performance measures which are modality specific
    for example for force feedback - Average
    contact force the forcefulness of the
    interaction with a virtual object

23

Data analysis - continued
  • Another modality-specific performance measure is
    the cumulative contact force. Higher cumulative
    forces/torques indicate higher subjects muscle
    exertion
  • This can lead to muscle fatigue of haptic
    interface premature wear. s which are modality
    specific for example for force feedback -
    Average contact force the forcefulness of the
    interaction with a virtual object
  • There are also task-specific performance
    measures, such as those associated with cognitive
    tasks (heart rate, muscle tone, etc.)


Cumulative force
where ?t is the sampling interval
N ?i1 fi ?t
24


Usability Engineering
  • A subclass of human factors research to
    determine the ease (or difficulty) of use of a
    given product
  • It differs from general-purpose VR human factors
    studies which are more theoretical in nature
  • Usability studies are product-oriented and part
    of the product development cycle.
  • There are no clear standards, because this is an
    are of active research.

25

Usability Engineering
  • The methodology consists of four stages

User task analysis
Expert guidelines- based evaluation
Formative Usability evaluation
Summative evaluation
26

Sea Dragon military command and control
application
27
Usability Engineering
  • The first stage define the task and list users
    actions and system resources needed to do it
  • Identifies the interrelationships (dependencies
    and order sequences) and user information flow
    during the task
  • Poor task analysis is a frequent cause of bad
    product design.
  • For Dragon, the task is 3-D navigation and
    object (symbol) selection and manipulation.
  • it differs from classical 2-D maps and symbols.

User task analysis
Expert guidelines- based evaluation
Formative Usability evaluation
Summative evaluation
28

Usability Engineering
  • The second stage (sometimes called heuristic
    evaluation) aims at identifying potential
    usability problems early in the design cycle.
  • A pencil-and-paper comparison of users actions
    done by experts, first alone, and then as a group
    (to determine consensus)
  • For Dragon, ease of navigation was identified as
    a critical issue experts identified problems
    with the system responsiveness, when using a
    flight stick (wand with buttons) and performing
    exocentric navigation (the user was outside of
    the environment, looking in).

29
  • The third stage is an iterative process where
    representative users are asked to perform the
    task
  • During task performance variour variables are
    measured, such as task completion time and error
    rates. These are used to do product re-design and
    the process is repeated
  • Dragon formative evaluation had two stages.
    During the first stage the best interface was
    selected between three candidates (PinchGlove,
    voice recognition and wand). Voice recognition
    was ineffective, and PinchGlove produced time
    delays when transferring to another user. Thus
    wand was selected.

Usability Engineering
30
Usability Engineering
  • The second stage of Dragon formative evaluation
    used a large number of subjects that had to
    navigate, while errors were recorded.
  • A large effort was made in mapping the wand
    button to functions. Pan and zoom were mapped to
    the wand trigger, pitch and heading to the left
    button, while exocentric rotate and zoom were
    mapped to the right button

31

Usability Engineering
  • The last stage is Summative evaluation which is
    done at the end of product development cycle. It
    is done to statistically compare the new product
    with other (competing) products to determine
    which is better. The selection among several
    candidates is done based on field trials and
    expert reviews.
  • The summative evaluation of Dragon involved the
    study of four parameters navigation metaphor
    (egocentric or exocentric), gesture mapping (rate
    or position control of camera), display device
    (workbench, desktop, wall or CAVE) and graphics
    mode (stereo or mono)

32

Usability Engineering
  • The summative evaluation of Dragon involved
    thirty two subjects
  • divided in groups of four. Each group was
    assigned a different
  • combination of conditions.

33

Usability Engineering
  • Results showed that users
  • performed fastest on a desktop monitor
  • were slowest on the workbench.
  • Egocentric navigation was fastest in monoscopic
    graphics
  • Exocentric navigation was fastest in stereo
    graphics.
  • Rate control was fastest in monoscopic graphics
  • Position was fastest for stereo graphics.

34

Testbed Evaluation of Universal VR Tasks
  • Testbeds are a way to deal with evaluation
    complexities.
  • They are composed of a small number of
    universal tasks such
  • as travel in a virtual environment, object
    selection and object
  • manipulation
  • Provide a structured way to model subject
    performance, although
  • the evaluation is more expensive to do.
  • Testbeds make possible to predict subjects
    performance in
  • applications that include the tasks, sub-tasks
    and interaction
  • techniques they use.

35

Testbed Evaluation of Universal VR Tasks -
continued
  • Testbed evaluation of navigation tasks
    obstacles (trees and fences)
  • and targets (flags) can be randomly placed.
  • There were 38 subjects divided in 7 groups, each
    using a different
  • Navigation technique (steering based,
    manipulation-based and target
  • specification techniques)

36

Testbed Evaluation of Universal VR Tasks -
continued
  • Steering-based Pointing, gaze tracking or torso
    tracking
  • Manipulation-based HOMER or Go-Go In go-go the
    subject
  • stretches his hand into the virtual world, grasps
    an object and then
  • pulls the virtual camera forward
  • Target-specification ray casting or dragging.
  • Fastest gaze-directed (but produced eye strain
    and nausea)

37

Testbed Evaluation of Universal VR Tasks -
continued
  • Testbeds used for object selection and placement
    tasks
  • Subjects had to select a highlighted cube and
    place it in a target
  • area (between the two gray cubes)

38

Testbed Evaluation of Universal VR Tasks -
continued
  • There were 48 subjects divided among 9 groups.
    Object selection
  • was done either by ray casting or occlusion.
    Scene was seen on HMD
  • For each subject the distance to the object, the
    DOF used for box
  • Manipulation (2 or 6) or ratio of object/target
    size (1.5x, 3.75x) varied.
  • Distant objects were harder to select, Go-Go was
    slowest mode.

39


Influence of System Responsiveness on User
Performance
  • System responsiveness inverse proportional to
    the time between user input and the simulation
    response to that input.
  • HF studies done at Rutgers in early 90s to
    determine influence of refresh rate (fps) and
    graphics mode (mono/stereo) on tracking task
    performance in VR
  • Subjects were 48 male and 48 female (volunteer
    undergrad students), right handed. Task was the
    capture of a bouncing ball in the smallest amount
    of time
  • Subjects were divided in sub-groups, each having
    a different refresh rate, and graphics mode
  • Each subject performed 12 trials separated by 15
    seconds rest periods Ball appeared with random
    velocity direction and maintained a speed of 25
    cm/sec

40
Influence of System Responsiveness on User
Performance
41


Influence of System Responsiveness on User
Performance
  • Ball capturing time was influence sharply by the
    graphics refresh rate, especially when the rate
    was below 14 fps
  • The standard deviation grew with the decrease in
    fps, indicating less uniformity among the
    subjects in the experimental groups
  • Stereo made a bog difference for low refresh
    rates, where task completion time was
    approximately 50 of the time taken to complete
    the task under monoscopic graphics
  • the subjects had different strategies for
    grasping the ball, at low refresh rates, where
    the ball motion appeared saccadic, they grasped
    in a corner, keeping their arm stationary, while
    at high refresh rates they moved theirs hand
    ballisticly to capture it.

42
Influence of System Responsiveness on User
Performance
Mean completion time (sec)
Frames per second (fps)
Effect of frame rate and graphics mode on task
completion time (Richard et al., 1995)
43


Influence of System Responsiveness on User
Learning
  • The frame refresh rate had a significan
    influence on the way subjects learned
  • The group with highest task learning was that
    corresponding to monoscopic graphics displayed at
    1 fps.

44


Influence of System Responsiveness on User
Learning
  • The least learning was for the groups with high
    refresh rates (14 fps and 28 fps). Their curves
    were almost flat
  • Stereo had a beneficial effect on learning
    (subjects were more familiar to the task it was
    presented more realistically to them).

45


Influence of System Responsiveness on Object
Placement tasks
  • Watson performed a test to determine the
    influence of system responsiveness and its
    variability (expresses as Standard Deviation of
    System Responsiveness) on object placement tasks.
  • The task was to capture an object and place them
    on a pedestal, while receiving monoscopic
    graphics feedback
  • System responsiveness was altered by changing
    the frame refresh rates to 17fps, 25fps and 33
    fps. For each frame rate, the SDSR was changed
    from 5.6, 22.2 and 44.4
  • Results showed that subject performance
    (expressed as placement time and accuracy) was
    effected by both SR and SDSR.
  • The variability in system responsiveness had the
    largest influence on placement tasks done at low
    refresh rates. The worst was placement done at 17
    fps, with 44.4 SDSR.
  • When done at 33 fps and 5.6 SDSR accuracy
    improved 90.

46


Influence of System Responsiveness on Object
Placement tasks
47

Influence of Feedback Multi-modality
  • HF studies done at University of Birmingham in
    late 90s to determine influence of force
    feedback mode on task completion time in VR
  • Task was the manipulation of disks to construct
    the Tower of Hanoi.
  • Four conditions non-immersive VR with 2-D
    mouse, immersive (HMD) with 3-D mouse, immersive
    with instrumented objects, and real objects
  • Use of instrumented objects (disks with a
    tracker attached) to provide force feedback
    augmented VR
  • Subjects were four male with six-months
    experience in VR each
  • Each subject performed 10 trials for each
    condition, conditions were randomized.

48
Influence of Feedback Multi-modality
Problem Stack three rings on another
pole Larger ring never on top of smaller one
Tower of Hanoi task
49

Influence of Feedback Multi-modality
3-D manipulation task Tower of Hanoi
(Boud et al., 2000)
50

Influence of Feedback Multi-modality
Tower of Hanoi performance
(Boud et al., 2000)
51

Influence of sensorial redundancy and
substitution
Definition Sensorial substitution (or
transposition) occurs whenever information that
is usually in one sensorial domain is presented
to the brain through another sensory
system. Sensorial redundancy involves the use of
several (at least two) sensorial domains to
present the same information to the subject.
52

Types of sensorial substitution
53

Influence of sensorial redundancy and
substitution
  • HF studies done at Rutgers in mid 90s to
    determine influence of force feedback mode on
    task performance in VR
  • Task was the manipulation a deformable virtual
    ball on a prescribed path, in shortest time
  • Ball needed to be deformed 10 of radius or
    less
  • Subjects were male and female (volunteer
    undergrad students), right handed, and none had
    seen the system before
  • Subjects were divided in sub-groups, each having
    a different force feedback modality and graphics
    mode
  • Frame rate was maintained at 28 fps
  • Each subject performed 12 trials separated by 15
    seconds rest periods

54

Influence of sensorial redundancy and
substitution
3-D capturing and manipulation task setup
55
Influence of sensorial redundancy and
substitution
Sensorial substitution
56

Influence of sensorial redundancy and
substitution
RMI
Mean object deformation ()
RMII
3-D manipulation task
Force Feedback Modality
Effect of interface dynamic range on task
performance (Fabiani et al., 1996)
57

Sensorial Illusion
  • This happens during cross-modal enhancement
    when weak haptic feedback is supplemented by
    another modality. Example
  • Bioccas study found that 30 of subjects
    reported feeling the weight and inertia of
    virtual objects when interacting with PinchGloves

58

Sensorial Illusion
  • Another form of sensorial illusion in sensorial
    conflict in which information from one sensorial
    channel contradicts that received by another
    sensorial channel.
  • An extreme case of sensorial conflict is
    simulation sickness which will be discussed
    later.
  • French researchers studied the boundary of
    illusion between conflicting visual and haptic
    feedback.

VC 7.1
59


Human factors in VR
Human Performance Efficiency
Societal Implications
(Stanney et al., 1998)
60

Effects of VR Simulations on users
The effects VR simulations have on users can be
classified as direct and indirect
Definitions Direct effects involve energy
transfer at the tissue level and are potentially
hazardous Indirect effects are neurological,
psychological, sociological,or cybersickness and
affect the user at a higher functional level.
61

Direct Effects of VR Simulations on Users
  • Affect mainly the users visual system, but also
    the auditory, skin and musculoskeletal systems
  • Effects on the skin and muscles are due to
    haptic feedback at too high a level.

Even the Queen got a Wii (at age 81)
62
But users and their surroundings get injured
  • The intensity of the game playing can lead to
    injury. Statistics posted on http//www.wiihaveapr
    oblem.com/damage.php show 41 people, 25 TVs, 19
    lamps, 9 ceiling fans, 6 pets. etc

http//www.kctv5.com/health/14978010/detail.html
63

Direct Effects of VR Simulations on Users
  • Effects on the visual system occur when the user
    is subjected to high-intensity lights directed at
    his eyes (like Lasers used in retinal displays
    (if they malfunction), or IR LEDs as part of eye
    tracking systems
  • An absence state can be induced in a user
    subjected to pulsing lights at low frequency
    (1-10 Hz)
  • Bright lights coupled with loud pulsing sounds
    can induce migraines (20 of women and 10 of men
    are prone to migraines.
  • Direct effects on the auditory system are due to
    simulation noise that has too high a level (115
    dB after more than 15 minutes)

64

Cyber sickness
  • User safety concerns relate primarily to cyber
    sickness, but also to body harm when haptic
    feedback is provided
  • Cyber sickness is a form of motion sickness
    present when users interact with virtual
    environments
  • Cyber sickness has three forms
  • Nausea and (in severe cases) vomiting
  • Eye strain (Oculomotor disturbances)
  • Disorientation, postural instability (ataxia)
    and vertigo.
  • Flight simulators have an incidence of up to 60
    of users experiencing simulation sickness
    (military pilots elite group)
  • Studies suggest regular VR users are affected
    more (up to 95)
  • (Stanney and Hash, 1998)

65

Cyber sickness Model
  • Since many users are affected, it is important
    to study cyber sickness, in order to reduce its
    effects, and allow wide-spread use of VR
  • Few studies exist. Based on these the following
    model was developed

Simulation sickness
Neural Conflict
Adaptation
Prior Experience
Human Body
Virtual Environment
Aftereffects
66

The Cyber sickness model
Simulation sickness
Neural Conflict
Adaptation
Prior Experience
Human Body
Virtual Environment
After-effects
67

System characteristics influencing cyber
sickness
  • When VR technology has problems, it can induce
    simulation sickness. Example
  • Tracker errors that induce a miss-match between
    user motion and avatar motion in VR
  • System lag that produces large time delays
    between user motion and simulation (graphics)
    response. Lag is in turn influenced by tracking
    sampling speed, computer power, communication
    speed, and software optimization.
  • HMD image resolution and field of view. Poor
    resolution and small FOV are not acceptable.
    Large FOVs can also be problematic.

68

Influence of users characteristics on cyber
sickness
  • The user characteristics can play an important
    role in cyber sickness
  • Age that induce a miss-match between user motion
    and avatar motion in VR
  • Health status. Sick users, including those that
    take medication or drugs are more prone to cyber
    sickness.
  • Pregnancy. Female users who are pregnant are
    more prone to simulation sickness.
  • Susceptibility to motion sickness. Some people
    are more prone to motion sickness than others.
    Pilots are screened for such.

69

The Cyber sickness model
70

Influence of users degree of interactivity
on cyber sickness
  • HF studies done at University of Central
    Florida (Stanney and Hash, 1998) to determine
    influence of user degree of control on cyber
    sickness in VR
  • Task was 3-D navigation in a maze (shown below)

3-D navigation task (Stanney and Hash, 1988)
71

Influence of users degree of interactivity
on cyber sickness
  • There were three control conditions
  • Passive control users were taken on a ride
    on a preprogrammed path, and had no input to the
    simulation
  • Active control users navigated using a
    joystick with 6 DOF
  • Combined active-passive control users
    navigated using the same joystick, but with some
    degrees of freedom disabled, based on
    task-specific motions (doors, windows,
    elevators)
  • There were eight subjects in each experimental
    group (24 total, both male and female) They each
    performed the task for 30 minutes
  • The virtual environment was displayed on a PC in
    stereo, so subjects wore stereo glasses.
  • Results showed that active-passive control
    reduced significantly cyber sickness effects.
    Passive control did worse.

3-D navigation task (Stanney and Hash, 1988)
72

Influence of users degree of interactivity
on cyber sickness
  • Active-passive control is better than active
    control, because unnecessary motions are
    eliminated, thus reducing the amount of neural
    conflicts. Both reduce adaptation time.
  • Simulation sickness was self-reported by
    subjects using a Simulation Sickness
    Questionnaire (SSQ)

3-D navigation statistics (Stanney and Hash, 1988)
73

The Cyber sickness model
Simulation sickness
Neural Conflict
Adaptation
Prior Experience
Human Body
Virtual Environment
After-effects
74

Neural Conflict
  • Occurs when simulation and body sensorial
    feedbacks conflict
  • The conflict (sensorial rearrangements) can be
    of three types
  • Type I two simultaneous conflicting signals (A
    and B) example Information from a moving
    platform does not coincide with the motion of
    waves seen on an HMD.
  • Type II Signal A is present and B is not
    example looking at a roller coaster simulation,
    without a motion platform
  • Type III Signal B is present and signal A is
    not flight simulation in fog (instrumented
    flight). Motion platform moves, but visual
    feedback is unchanged.
  • Since more information from the simulation
    results in more conflict, it is logical that
    neural conflict induced cyber sickness grows with
    the duration of immersion in the VE.

75

Influence of exposure duration on cyber
sickness
  • HF studies done at University of Central
    Florida (Kennedy et al., 2000) to determine
    influence of simulation duration on cyber
    sickness
  • Task was flying a helicopter, and subjects were
    military pilots
  • The data was divided according to duration in
  • Simulation session of 1 hour or less
  • 1 to 2 hours
  • 2 to 3 hours
  • Simulation session of over three hours
  • It showed that there is a linear relationship
    between duration of simulation and the degree of
    simulation sickness Thus the duration of initial
    exposure should be limited, to minimize
    discomfort

76

Influence of simulation duration on cyber
sickness
Average Total Sickness Score
(Kennedy et al., 2000)
Flight Session Duration (in hours)
77

The Cyber sickness model
Simulation sickness
Neural Conflict
Adaptation
Prior Experience
Human Body
Virtual Environment
After-effects
78

Influence of repeated exposure on cyber
sickness
  • HF studies done at University of Central
    Florida (Kennedy et al., 2000) to determine
    influence of user adaptation on cyber sickness
  • Since prior neural images play such an important
    role in cyber sickness, can repeated exposure to
    VR desensitize the user?
  • Study looked at military helicopter simulators,
    thus subjects were pilots, and task was prone to
    induce sickness (violent maneuvers).
  • The study used a Total Simulation Score with
    a 35 as zero-point. Thus for military pilots 35
    incidence of simulator sickness is considered
    acceptable. For the general public it is not.
  • Results showed a significant reduction in TSS
    after a few flights showing that the subject had
    adapted to the neural mismatch. While mismatches
    exist, there are considered as matches due to
    prior experience.

79

Influence of repeated exposure - results
  • The study did not indicate how long the
    subsequent exposures should be, nor over what
    time interval they should take place. It is
    believed that no more than one week should
    separate simulation sessions.

Cyber sickness scores vs. number of successive
flights (Kennedy et al., 2000)
80

Adaptation
Definition Adaptation to sensory rearrangement
is a semi-permanent change of perception and/or
perceptual-motor coordination that serves to
reduce or eliminate a registered discrepancy
between, or within, sensory modalities, or the
errors in behavior induced by this discrepancy.
81

Adaptation
Hand-eye coordination adaptation a) before VR
exposure b) initial mapping through artificial
offset c) adapted grasping d) aftereffects.
From Groen and Werkhoven 1998.
82

The Cyber sickness model
Simulation sickness
Neural Conflict
Adaptation
Prior Experience
Human Body
Virtual Environment
Aftereffects
83

Aftereffects
  • Induced through adaptation to neural conflicts.
  • Occur after the simulation session ended and can
    last for hours or days
  • While adaptation is good, aftereffects may be
    bad. Forms of aftereffects are
  • Flashbacks
  • Sensation of self motion
  • Headache and head spinning
  • Diminished (remapped) hand-eye coordination
  • Vestibular disturbances
  • These aftereffects lead Navy and Marines to
    institute grounding policies after simulator
    flights. Other bans may be necessary (example
    driving, biking, roof repair, operating
    machinery, etc.).

84

Guidelines for Proper VR Usage
Meant to minimize the onset and severity of
cybersickness. They are largely qualitative
85

Guidelines for Proper VR Usage
86


Human factors in VR
Human Performance Efficiency
Health and Safety
Societal Implications
(Stanney et al., 1998)
87

Social implications of VR
  • Violence of VR games are a concern, as additive
    response could result. Violence may also induce
    desensitization to real-world violence. This may
    be another negative after-effect of VR.
  • Another social impact may be increased
    individual isolation, through reduced societal
    direct interaction and involvement.
    Avatar-mediated interaction, while allowing
    sharing of virtual worlds may not be a substitute
    to direct human-human interaction.
  • Synthetic and distance learning using VR may not
    adequately replace direct student-professor
    interaction. Reduction in education quality may
    result
  • Reduction in health-care quality may also be
    present especially for mental health and
    at-home rehabilitation.

88

Social implications of VR
Online societies such as the Alphaworld
89

Second Life Online Society http//secondlife.c
om
People become members, then can build communities
or islands, buy at virtual stores and play games.
An online 3D virtual world imagined and created
by its Residents
90

Second Life Online Society
Socialize
Create content
Events/Games
91

Second Life Online Society
92
Mental rehabilitation VR systems
  • One form of game-based mental training is the
    Nintendo DS and Nintendo DS Lite
  • It allows seniors to have fun while playing
    mind-challenging games, using a stylus and voice
    input
  • Brain Age 2 has100 activities designed to help
    work your brain and increase blood flow to the
    prefrontal cortex.

93
Mental rehabilitation VR systems
  • When starting a new game, you will take a series
    of tests that show how old your brain is (Brain
    Age).
  • With daily training over weeks and months, you
    can improve your mental acuity and lower your
    Brain Age.
  • Can compete against others

94
Online Cognitive Rehabilitation
  • The Lumosity Co. (lumosity.com) allows
    subscription (10/month) to video games that
    train the attention, memory, cognitive control
    and processing speed with against-the-clock
    games.
  • After 30 sessions subjects that played the games
    also improved in independent tests of memory.

95
The dangers of video games (general)
  • Excessive game play can be fatal. In Korea, where
    30 of the population subscribes to online
    multiplayer games, one man died in 2005 after
    playing 50 hours (almost non-stop) StarCraft. 3
    Chinese died in 2007 after playing more than 50
    hours, and 2 died in 2005. EverQuest is a 3D
    online game played by more than 400,000 people
    Games can lead to isolation, and suicide. Hudson
    Wooley, an epileptic who was playing 12-hours per
    day, eventually committed suicide.
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