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Human Factors in VR

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Affect mainly the user's visual system, but also the auditory, skin and musculoskeletal systems; ... Sensation of 'self motion'; Headache and head spinning; ... – PowerPoint PPT presentation

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Title: Human Factors in VR


1
Human Factors in VR
Electrical and Computer Engineering Dept.
2

System architecture
3


Human factors in VR
(Stanney et al., 1998)
4

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)
5

  • 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

6
  • 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

7


Human factors in VR
Health and Safety
Societal Implications
(Stanney et al., 1998)
8

Determine focus
Develop experim. protocol
The stages of human factors studies
Recruit subjects
Conduct study
Analyze data
9

Determine focus
Develop experim. protocol
The stages of human factors studies
Recruit subjects
Conduct study
Analyze data
10

  • 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?

11

Determine focus
Develop experim. protocol
The stages of human factors studies
Recruit subjects
Conduct study
Analyze data
12
  • 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?


13

Determine focus
Develop experim. protocol
The stages of human factors studies
Recruit subjects
Conduct study
Analyze data
14
  • 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
    identity
  • Subjects sign release for use of data in
    research, etc.
  • Subjects may get exposure to technology


15

Determine focus
Develop experim. protocol
The stages of human factors studies
Recruit subjects
Conduct study
Analyze data
16

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

  • Data Collection
  • VR can sample much larger quantity of data and
    at higher temporal density than classical
    paper-and-pencil methods
  • 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.

18

  • Data Analysis
  • Experiments store different variables, depending
    on the type of test
  • task completion time time needed to finish the
    task (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.

19


Human factors in VR
Human Performance Efficiency
Societal Implications
(Stanney et al., 1998)
20

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.
21

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

22

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)

23

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
24

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.

25

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.

26

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.).

27

Guidelines for Proper VR Usage
Meant to minimize the onset and severity of
cybersickness. They are largely qualitative
28

Guidelines for Proper VR Usage
29


Human factors in VR
Human Performance Efficiency
Health and Safety
Societal Implications
(Stanney et al., 1998)
30

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.
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