Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 5 de 5
Filtrar
Mais filtros










Base de dados
Intervalo de ano de publicação
1.
Micromachines (Basel) ; 14(6)2023 Jun 10.
Artigo em Inglês | MEDLINE | ID: mdl-37374814

RESUMO

In this study, a 50 × 50 mm holographic optical element (HOE) with the property of a spherical mirror was recorded digitally on a silver halide photoplate using a wavefront printing method. It consisted of 51 × 96 hologram spots with each spot measuring 0.98 × 0.52 mm. The wavefronts and optical performance of the HOE were compared with those of reconstructed images from a point hologram displayed on DMDs of different pixel structures. The same comparison was also performed with an analog-type HOE for a heads-up display and with a spherical mirror. A Shack-Hartmann wavefront sensor was used to measure the wavefronts of the diffracted beams from the digital HOE and the holograms as well as the reflected beam from the analog HOE and the mirror when a collimated beam was incident on them. These comparisons revealed that the digital HOE could perform as a spherical mirror, but they also revealed astigmatism-as in the reconstructed images from the holograms on DMDs-and that its focusability was worse than that of the analog HOE and the spherical mirror. A phase map, i.e., the polar coordinate-type presentation of the wavefront, could visualize the wavefront distortions more clearly than the reconstructed wavefronts obtained using Zernike polynomials. The phase map revealed that the wavefront of the digital HOE was more distorted than those of the analog HOE and the spherical mirror.

2.
Sensors (Basel) ; 22(4)2022 Feb 09.
Artigo em Inglês | MEDLINE | ID: mdl-35214216

RESUMO

Virtual reality (VR) experiences often elicit a negative effect, cybersickness, which results in nausea, disorientation, and visual discomfort. To quantitatively analyze the degree of cybersickness depending on various attributes of VR content (i.e., camera movement, field of view, path length, frame reference, and controllability), we generated cybersickness reference (CYRE) content with 52 VR scenes that represent different content attributes. A protocol for cybersickness evaluation was designed to collect subjective opinions from 154 participants as reliably as possible in conjunction with objective data such as rendered VR scenes and biological signals. By investigating the data obtained through the experiment, the statistically significant relationships-the degree that the cybersickness varies with each isolated content factor-are separately identified. We showed that the cybersickness severity was highly correlated with six biological features reflecting brain activities (i.e., relative power spectral densities of Fp1 delta, Fp 1 beta, Fp2 delta, Fp2 gamma, T4 delta, and T4 beta waves) with a coefficient of determination greater than 0.9. Moreover, our experimental results show that individual characteristics (age and susceptibility) are also quantitatively associated with cybersickness level. Notably, the constructed dataset contains a number of labels (i.e., subjective cybersickness scores) that correspond to each VR scene. We used these labels to build cybersickness prediction models and obtain a reliable predictive performance. Hence, the proposed dataset is supposed to be widely applicable in general-purpose scenarios regarding cybersickness quantification.


Assuntos
Enjoo devido ao Movimento , Realidade Virtual , Humanos , Movimento
3.
IEEE Trans Neural Netw Learn Syst ; 33(2): 554-566, 2022 02.
Artigo em Inglês | MEDLINE | ID: mdl-33079678

RESUMO

In a virtual reality (VR) environment, where visual stimuli predominate over other stimuli, the user experiences cybersickness because the balance of the body collapses due to self-motion. Accordingly, the VR experience is accompanied by unavoidable sickness referred to as visually induced motion sickness (VIMS). In this article, our primary purpose is to simultaneously estimate the VIMS score by referring to the content and calculate the temporally induced VIMS sensitivity. To seek our goals, we propose a novel architecture composed of two consecutive networks: 1) neurological representation and 2) spatiotemporal representation. In the first stage, the network imitates and learns the neurological mechanism of motion sickness. In the second stage, the significant feature of the spatial and temporal domains is expressed over the generated frames. After the training procedure, our model can calculate VIMS sensitivity for each frame of the VR content by using the weakly supervised approach for unannotated temporal VIMS scores. Furthermore, we release a massive VR content database. In the experiments, the proposed framework demonstrates excellent performance for VIMS score prediction compared with existing methods, including feature engineering and deep learning-based approaches. Furthermore, we propose a way to visualize the cognitive response to visual stimuli and demonstrate that the induced sickness tends to be activated in a similar tendency, as done in clinical studies.


Assuntos
Enjoo devido ao Movimento , Realidade Virtual , Humanos , Enjoo devido ao Movimento/etiologia , Enjoo devido ao Movimento/psicologia , Redes Neurais de Computação
4.
JMIR Serious Games ; 9(3): e18020, 2021 Jul 15.
Artigo em Inglês | MEDLINE | ID: mdl-34264196

RESUMO

BACKGROUND: The virtual reality (VR) content market is rapidly growing due to an increased supply of VR devices such as head-mounted displays (HMDs), whereas VR sickness (reported to occur while experiencing VR) remains an unsolved problem. The most widely used method of reducing VR sickness is the use of a rest frame that stabilizes the user's viewpoint by providing fixed visual stimuli in VR content (including video). However, the earth-fixed grid and natural independent visual background that are widely used as rest frames cannot maintain VR fidelity, as they reduce the immersion and the presence of the user. A visual guide is a visual element (eg, a crosshair of first-person shooter [FPS]) that induces a user's gaze movement within the VR content while maintaining VR fidelity, whereas there are no studies on the correlation of visual guide with VR sickness. OBJECTIVE: This study aimed to analyze the correlation between VR sickness and crosshair, which is widely used as a visual guide in FPS games. METHODS: Eight experimental scenarios were designed and evaluated, including having the visual guide on/off, the game controller on/off, and varying the size and position of the visual guide to determine the effect of visual guide on VR sickness. RESULTS: The results showed that VR sickness significantly decreased when visual guide was applied in an FPS game. In addition, VR sickness was lower when the visual guide was adjusted to 30% of the aspect ratio and positioned in the head-tracking direction. CONCLUSIONS: The experimental results of this study indicate that the visual guide can achieve VR sickness reduction while maintaining user presence and immersion in the virtual environment. In other words, the use of a visual guide is expected to solve the existing limitation of distributing various types of content due to VR sickness.

5.
IEEE Trans Syst Man Cybern B Cybern ; 34(2): 912-24, 2004 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-15376839

RESUMO

This paper presents a generalized framework for dynamic simulation realized in a prototype simulator called the Interactive Generalized Motion Simulator (I-GMS), which can simulate motions of multirigid-body systems with contact interaction in virtual environments. I-GMS is designed to meet two important goals: generality and interactivity. By generality, we mean a dynamic simulator which can easily support various systems of rigid bodies, ranging from a single free-flying rigid object to complex linkages such as those needed for robotic systems or human body simulation. To provide this generality, we have developed I-GMS in an object-oriented framework. The user interactivity is supported through a haptic interface for articulated bodies, introducing interactive dynamic simulation schemes. This user-interaction is achieved by performing push and pull operations via the PHANToM haptic device, which runs as an integrated part of I-GMS. Also, a hybrid scheme was used for simulating internal contacts (between bodies in the multirigid-body system) in the presence of friction, which could avoid the nonexistent solution problem often faced when solving contact problems with Coulomb friction. In our hybrid scheme, two impulse-based methods are exploited so that different methods are applied adaptively, depending on whether the current contact situation is characterized as "bouncing" or "steady." We demonstrate the user-interaction capability of I-GMS through on-line editing of trajectories of a 6-degree of freedom (dof) articulated structure.


Assuntos
Algoritmos , Simulação por Computador , Articulações/fisiologia , Modelos Biológicos , Movimento/fisiologia , Robótica/métodos , Interface Usuário-Computador , Fenômenos Biomecânicos/métodos , Humanos , Dinâmica não Linear
SELEÇÃO DE REFERÊNCIAS
DETALHE DA PESQUISA
...