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1.
Virtual Real ; : 1-11, 2023 Mar 29.
Artigo em Inglês | MEDLINE | ID: mdl-37360808

RESUMO

This paper proposes to analyse user experience using two different immersive device categories: a cave automatic virtual environment (CAVE) and a head-mounted display (HMD). While most past studies focused on one of these devices to characterize user experience, we propose to fill the gap in comparative studies by conducting investigations using both devices, considering the same application, method and analysis. Through this study, we want to highlight the differences in user experience induced when using either one of these technologies in terms of visualization and interaction. We performed two experiments, each focusing on a specific aspect of the devices employed. The first one is related to distance perception when walking and the possible influence of the HMD's weight, which does not occur with CAVE systems as they do not require wearing any heavy equipment. Past studies found that weight may impact distance perception. Several walking distances were considered. Results revealed that the HMD's weight does not induce significant differences over short distances (above three meters). In the second experiment, we focused on distance perception over short distances. We considered that the HMD's screen being closer to the user's eyes than in CAVE systems might induce substantial distance perception differences, especially for short-distance interaction. We designed a task in which users had to move an object from one place to another at several distances using the CAVE and an HMD. Results revealed significant underestimation compared to reality as in past work, but no significant differences between the immersive devices. These results provide a better understanding of the differences between the two emblematic virtual reality displays.

2.
Artigo em Inglês | MEDLINE | ID: mdl-34769937

RESUMO

The authors of this paper sought to investigate the impact of virtual forest therapy based on realistic versus dreamlike environments on reducing stress levels. Today, people are facing an increase in stress levels in everyday life, which may be due to personal life, work environment, or urban area expansion. Previous studies have reported that urban environments demand more attention and mental workload than natural environments. However, evidence for the effects of natural environments as virtual forest therapy on stress levels has not yet been fully explored. In this study, a total of 20 healthy participants completed a letter-detection test to increase their stress level and were then randomly assigned to two different virtual environments representing realistic and dreamlike graphics. The participants' stress levels were assessed using two physiological methods that measured heart rate and skin conductance levels and one psychological method through the Profile of Mood States (POMS) questionnaire. These indicators were analyzed using a sample t-test and a one-way analysis of variance. The results showed that virtual forest environments could have positive stress-relieving effects. However, realistic graphics were more efficient in reducing stress. These findings contribute to growing forest therapy concepts and provide new directions for future forest therapy research.


Assuntos
Estresse Psicológico , Caminhada , Florestas , Frequência Cardíaca , Humanos
3.
Geriatrics (Basel) ; 6(3)2021 Jul 22.
Artigo em Inglês | MEDLINE | ID: mdl-34449605

RESUMO

BACKGROUND: Postural activities involved in balance control integrate the anticipatory postural adjustments (APA) that stabilize balance and posture, facilitating arm movements and walking initiation and allowing an optimal coordination between posture and movement. Several studies reported the significant benefits of virtual reality (VR) exercises in frail older adults to decrease the anxiety of falling and to induce improvements in behavioural and cognitive abilities in rehabilitation processes. The aim of this study was thus to test the efficiency of a VR system on the enhancement of the APA period, compared to the use of a Nintendo Wii system. METHODS: Frail older adults (n = 37) were included in this study who were randomized and divided into a VR exercises group (VR group) or a control group using the Nintendo Wii system (CTRL group). Finally, 22 patients were included in the data treatment. APA were studied through muscular activation timings measured with electromyographic activities. The functional reach test, the gait speed, and the time up and go were also evaluated before and after a 3-week training phase. RESULTS AND DISCUSSION: As the main results, the training phase with VR improved the APA and the functional reach test score along the antero-posterior axis. Together, these results highlight the ability of a VR training phase to induce neuromuscular adaptations during the APA period in frail older adults. Then, it underlines the effective transfer from learning carried out during the VR training movements to control balance abilities in a more daily life context.

4.
Sensors (Basel) ; 21(6)2021 Mar 11.
Artigo em Inglês | MEDLINE | ID: mdl-33799722

RESUMO

This study aims to investigate the effects of workplace noise on neural activity and alpha asymmetries of the prefrontal cortex (PFC) during mental stress conditions. Workplace noise exposure is a pervasive environmental pollutant and is negatively linked to cognitive effects and selective attention. Generally, the stress theory is assumed to underlie the impact of noise on health. Evidence for the impacts of workplace noise on mental stress is lacking. Fifteen healthy volunteer subjects performed the Montreal imaging stress task in quiet and noisy workplaces while their brain activity was recorded using electroencephalography. The salivary alpha-amylase (sAA) was measured before and immediately after each tested workplace to evaluate the stress level. The results showed a decrease in alpha rhythms, or an increase in cortical activity, of the PFC for all participants at the noisy workplace. Further analysis of alpha asymmetry revealed a greater significant relative right frontal activation of the noisy workplace group at electrode pairs F4-F3 but not F8-F7. Furthermore, a significant increase in sAA activity was observed in all participants at the noisy workplace, demonstrating the presence of stress. The findings provide critical information on the effects of workplace noise-related stress that might be neglected during mental stress evaluations.


Assuntos
Eletroencefalografia , Local de Trabalho , Ritmo alfa , Atenção , Lobo Frontal , Humanos , Estresse Psicológico
5.
IEEE Trans Vis Comput Graph ; 26(10): 3128-3132, 2020 10.
Artigo em Inglês | MEDLINE | ID: mdl-30969926

RESUMO

As part of an evaluation process of user experience realism in a Virtual Reality (VR) system, we focus in this paper on one of the core characteristics of vision: the relationship between contrast and luminance. The experiment aims at validating in VR reaction time predictions given by Rea and Ouellette's model. The subjects have to distinguish, as fast as they can, a target object from an uniform background. Our results did not match the predictions of the model. Our subjects showed higher performance in performing the task than expected. At low level of contrast, our subjects could easily perceive a target they should not have been able to see at all. This is explained by the size of the visual field surrounding the target: at low level of visibility, the larger the surrounding, the easier perception the is. We conclude that the Rea and Ouellette's model could be applied in VR if a specific visual field size factor was added.

6.
IEEE Comput Graph Appl ; 39(1): 53-63, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-30869598

RESUMO

We present an approach to solving the problem of haptic and visual misalignment in CAVEs. The approach moves the collision box for the virtual screen's buttons to coincide with where the user perceives their virtual location. Different filtering strategies were used. We evaluated the algorithms with simulations and with real subjects.

7.
IEEE Trans Haptics ; 11(1): 119-127, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-28952949

RESUMO

This article presents a comparison of different haptic systems, which are designed to simulate flat Human Machine Interfaces (HMIs) like touchscreens in virtual environments (VEs) such as CAVEs, and their respective performance. We compare a tangible passive transparent slate to a classic tablet and a sensory substitution system. These systems were tested during a controlled experiment. The performance and impressions from 20 subjects were collected to understand more about the modalities in the given context. The results show that the preferences of the subjects are strongly related to the use-cases and needs. In terms of performance, passive haptics proved to be significantly useful, acting as a space reference and a real-time continuous calibration system, allowing subjects to have lower execution durations and relative errors. Sensory substitution induced perception drifts during the experiment, causing significant performance disparities, demonstrating the low robustness of perception when spatial cues are insufficiently available. Our findings offer a better understanding on the nature of perception drifts and the need of strong multisensory spatial markers for such use-cases in CAVEs. The importance of a relevant haptic modality specifically designed to match a precise use-case is also emphasized.


Assuntos
Retroalimentação Sensorial , Sistemas Homem-Máquina , Desempenho Psicomotor , Percepção do Tato , Tato , Interface Usuário-Computador , Adulto , Sinais (Psicologia) , Desenho de Equipamento , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Estimulação Física , Percepção Espacial
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