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1.
IEEE Trans Vis Comput Graph ; 29(11): 4394-4404, 2023 11.
Article in English | MEDLINE | ID: mdl-37788212

ABSTRACT

In this paper, we show that Virtual Reality (VR) sickness is associated with a reduction in attention, which was detected with the P3b Event-Related Potential (ERP) component from electroencephalography (EEG) measurements collected in a dual-task paradigm. We hypothesized that sickness symptoms such as nausea, eyestrain, and fatigue would reduce the users' capacity to pay attention to tasks completed in a virtual environment, and that this reduction in attention would be dynamically reflected in a decrease of the P3b amplitude while VR sickness was experienced. In a user study, participants were taken on a tour through a museum in VR along paths with varying amounts of rotation, shown previously to cause different levels of VR sickness. While paying attention to the virtual museum (the primary task), participants were asked to silently count tones of a different frequency (the secondary task). Control measurements for comparison against the VR sickness conditions were taken when the users were not wearing the Head-Mounted Display (HMD) and while they were immersed in VR but not moving through the environment. This exploratory study shows, across multiple analyses, that the effect mean amplitude of the P3b collected during the task is associated with both sickness severity measured after the task with a questionnaire (SSQ) and with the number of counting errors on the secondary task. Thus, VR sickness may impair attention and task performance, and these changes in attention can be tracked with ERP measures as they happen, without asking participants to assess their sickness symptoms in the moment.


Subject(s)
Computer Graphics , Virtual Reality , Humans , Electroencephalography , Task Performance and Analysis , Surveys and Questionnaires
2.
Front Neurorobot ; 16: 846982, 2022.
Article in English | MEDLINE | ID: mdl-36247358

ABSTRACT

In this paper we start from the philosophical position in cognitive science known as enactivism. We formulate five basic enactivist tenets that we have carefully identified in the relevant literature as the main underlying principles of that philosophy. We then develop a mathematical framework to talk about cognitive systems (both artificial and natural) which complies with these enactivist tenets. In particular we pay attention that our mathematical modeling does not attribute contentful symbolic representations to the agents, and that the agent's nervous system or brain, body and environment are modeled in a way that makes them an inseparable part of a greater totality. The long-term purpose for which this article sets the stage is to create a mathematical foundation for cognition which is in line with enactivism. We see two main benefits of doing so: (1) It enables enactivist ideas to be more accessible for computer scientists, AI researchers, roboticists, cognitive scientists, and psychologists, and (2) it gives the philosophers a mathematical tool which can be used to clarify their notions and help with their debates. Our main notion is that of a sensorimotor system which is a special case of a well studied notion of a transition system. We also consider related notions such as labeled transition systems and deterministic automata. We analyze a notion called sufficiency and show that it is a very good candidate for a foundational notion in the "mathematics of cognition from an enactivist perspective." We demonstrate its importance by proving a uniqueness theorem about the minimal sufficient refinements (which correspond in some sense to an optimal attunement of an organism to its environment) and by showing that sufficiency corresponds to known notions such as sufficient history information spaces. In the end, we tie it all back to the enactivist tenets.

3.
IEEE Trans Vis Comput Graph ; 28(5): 2135-2145, 2022 05.
Article in English | MEDLINE | ID: mdl-35167457

ABSTRACT

We propose augmenting immersive telepresence by adding a virtual body, representing the user's own arm motions, as realized through a head-mounted display and a 360-degree camera. Previous research has shown the effectiveness of having a virtual body in simulated environments; however, research on whether seeing one's own virtual arms increases presence or preference for the user in an immersive telepresence setup is limited. We conducted a study where a host introduced a research lab while participants wore a head-mounted display which allowed them to be telepresent at the host's physical location via a 360-degree camera, either with or without a virtual body. We first conducted a pilot study of 20 participants, followed by a pre-registered 62 participant confirmatory study. Whereas the pilot study showed greater presence and preference when the virtual body was present, the confirmatory study failed to replicate these results, with only behavioral measures suggesting an increase in presence. After analyzing the qualitative data and modeling interactions, we suspect that the quality and style of the virtual arms, and the contrast between animation and video, led to individual differences in reactions to the virtual body which subsequently moderated feelings of presence.


Subject(s)
Smart Glasses , Virtual Reality , Computer Graphics , Humans , Pilot Projects
4.
Front Psychol ; 10: 2667, 2019.
Article in English | MEDLINE | ID: mdl-32010003

ABSTRACT

Nature exposure in virtual reality (VR) can provide emotional well-being benefits for people who cannot access the outdoors. Little is known about how these simulated experiences compare with real outdoor experiences. We conduct an experiment with healthy undergraduate students that tests the effects of 6 min of outdoor nature exposure with 6 min of exposure to a 360-degree VR nature video, which is recorded at the outdoor nature exposure location. Skin conductivity, restorativeness, and mood before and after exposure are measured. We find that both types of nature exposure increase physiological arousal, benefit positive mood levels, and are restorative compared to an indoor setting without nature; however, for outdoor exposure, positive mood levels increase and for virtual nature, they stay the same. The nature-based experience shows benefits above and beyond the variance explained by participants' preferences, nature and VR experiences, and demographic characteristics. Settings where people have limited access to nature might consider using VR nature experiences to promote mental health.

5.
Int J Rob Res ; 29(7): 801-812, 2010 Jun 01.
Article in English | MEDLINE | ID: mdl-20607113

ABSTRACT

The problem of generating uniform deterministic samples over the rotation group, SO(3), is fundamental to computational biology, chemistry, physics, and numerous branches of computer science. We present the best-known method to date for constructing incremental, deterministic grids on SO(3); it provides: 1) the lowest metric distortion for grid neighbor edges, 2) optimal dispersion-reduction with each additional sample, 3) explicit neighborhood structure, and 4) equivolumetric partition of SO(3) by the grid cells. We also demonstrate the use of the sequence on motion planning problems.

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