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Cognitive Issues in VR Chapter 13 Wickens

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Title: Cognitive Issues in VR Chapter 13 Wickens


1
Cognitive Issues in VRChapter 13Wickens Baker
2
Cognitive Issues
  • Perceiving
  • Understanding
  • Short term
  • Where am I , what do I see, where do I go, how?
  • Long term
  • What can I learn

3
5 Features of VE
  • 3-D vs 2-D viewing
  • 3D more realistic and similar to how we view the
    real world.
  • Dynamic vs static display
  • E.G.. Movie may provide better understanding than
    static pictures of same information.
  • Closed-loop vs open-loop interaction
  • Closed-loop person has control over the aspects
    of the world. Active vs passive

4
5 Features of VE
  • Ego-referenced vs world reference
  • Ego vs exocentric view points.
  • Frame of reference.
  • Ego reference considered immersed in environment.
  • Multimodel interaction
  • Our interactions and learning in the real world
    is based on information input into multiple
    channels.
  • Vision, auditory, touch, kinesthetic feedback,
    gesture, etc...

5
5 Features of VE
  • Five elements are not independent
  • We dont know what must be included
  • Research focuses on subsets of VE features
    because of difficulty of incorporating everything
  • What you need will depend on the purpose of the
    environment

6
Uses of VE
  • According to Wickens Baker, there are four
    categories of tasks that VE systems are designed
    to serve
  • 1. On-line performance - manipulation in a remote
    environment. Issues include
  • Closed loop performance
  • Situation awareness
  • Workload or cognitive effort

7
Uses of VE
  • 2. Off-line training and rehearsal - practice in
    forgiving environment. Issues include
  • Transfer of training
  • How realistic must it be?
  • 3. On line comprehension - obtaining
    understanding, comprehending, insight of
    information. Issues include
  • How should the information be modeled?
  • Will modeling choices affect understanding
    incorrectly?

8
Uses of VE
  • Off-line learning and knowledge acquisition-
    transfer knowledge to be employed later is
    different form (e.g. Education)
  • Does it improve understanding more than other
    methods.
  • How can deeper knowledge be taught in this
    environment?

9
Tasks in Ves
  • Human factors principles should be applied in the
    development of VE. Including analysis of user
    needs and tasks.
  • Wickens baker discuss 6 tasks that may be
    performed in a VE.
  • Search navigation
  • Visual-motor coupling manipulation
  • Perception and inspection learning

10
Tasks in Ves Search
  • Search - looking for information in a 3D world,
    database, image, etc.
  • Maps
  • Different frames of reference
  • Aids (cues) to help with search

11
Tasks in Ves Navigation
  • Navigation
  • Where am I, where do I go?
  • Point to point vs smooth navigation
  • Travel metaphor (flight, walking, logarithmic)
  • Situation awareness
  • Control devices and ability to navigate
  • Stability of perceptual motor loop
  • Perceptual biases

12
Perceptual Bias
  • Humans use cues to distinguish locations and
    orientations of self and objects in their
    environments such as
  • Regularly spaced texture, size, binocular cues,
    gradients, slant, optic flow, etc.. (Depth
    perception cues).
  • These cues need to be included in the
    environment, but designed cues may not provide
    accurate perception of object location.
  • Examples of two perceptual biases
  • Virtual space effect
  • 2D-3D effect

13
Perceptual Biases Cont.
  • Virtual space effect - bias in perceived location
    of objects because of display magnification (
    wide field of view) or minification (narrow field
    of view).
  • 2D-3D effect - perceived rotation of vectors
    towards a plane that is more closely parallel to
    the viewing plane. (Under estimation of slant of
    a surface, figure 13-1).

14
Perceptual Biases Cont.
  • Research needs
  • What are the perceptual biases?
  • What designs or aids can we include to help
    users?
  • What tasks are affected?

15
Tasks in VEVisual Motor Coupling
  • The VE system can introduce artifacts that
    interrupt visual-motor coupling (e.G..Reaching,
    turning the head and seeing update of visual
    scene). Five issues are
  • Gain
  • Time delay
  • Order
  • Travel-view decoupling direction of motion
    decoupled from direction of gaze
  • Field-of-view

16
Visual Motor Coupling Gain
  • Gain setting on control input.
  • Low gain, need to move the input a great deal
    before change occurs.
  • High gain, small input, large change or
    displacement. (Can lead to instability of
    control).
  • Appropriate gain settings will depend on input
    device and task.
  • Example space ball rotation vs translation

17
Visual Motor Coupling Time Delay
  • Time delays or lags in updating the VE.
  • Flight simulation shows that 50 ms can impact
    performance.
  • May also effect spatial sensory reflexes (VOR).
  • To reduce time delays consider
  • processing required due to complexity of images
  • adaptive or progressive imagery (simplified
    views)
  • predictive filtering of user input
  • research is still needed

18
Visual Motor Coupling Control Order
  • System state - Task Dependent
  • zero order - position control
  • First-order - constant rate of change
  • use when navigation for movement to locations

19
Visual Motor CouplingTravel View Decoupling
  • Direction of movement of travel, decoupled from
    direction of gaze.
  • Difficult to accomplish, especially with system
    lags
  • May cause disorientation
  • Needs research

20
Visual Motor Coupling Field of View
  • Field of view Vs viewing angle
  • Field of view - how much of the field we can see
    at once (Instantaneous , without moving head).
  • Viewing angle is width subtended by a display.
  • Field of regard - with limited field of view can
    rotate our head and get larger field of regard.
  • Real world viewing angle field of view
  • VE can increase field of view as viewing angle
    is held constant (wide field of view,
    minification) or decrease field of view
    (magnification)

21
Visual Motor Coupling Field of View
  • If use wider field of view
  • see more information in the scene at once, may
    help with situation awareness
  • distort perceived location of objects
  • produced compelling sense of forward motion
  • may result in greater mismatch between motion and
    vestibular inputs

22
Tasks in VE Manipulation
  • Issues for manipulating objects are similar to
    those for Navigation and Visual Motor Coupling
  • gain, time lag, control order, depiction of
    location and orientation, frame of reference
  • also consider feedback (force or auditory)

23
Tasks in VE Perception and Inspection
  • Features need for this task may be different than
    those needed for Navigation.
  • What is needed is task dependent
  • May not need large amount of visual realism

24
Tasks in VELearning
  • Procedural training
  • how much realism do we need?
  • Active participation more important than realism
  • Perceptual motor skill learning
  • active control
  • sensory feedback
  • Spatial learning and navigational rehearsal
  • ability to build mental maps
  • Conceptual learning (understanding phenomenon)
  • active exploration
  • alternative knowledge representations

25
Effort and Workload
  • The VE could increase rather than workload.
    Need to evaluate the design. If interacting in
    the world becomes the primary task that
    diminishes the purpose, it may not be worth it.
  • Forcing more effort to understanding
    relationships can at times be beneficial to
    learning.
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