| Literature DB >> 25161366 |
Ahmad Byagowi1, Danyal Mohaddes1, Zahra Moussavi2.
Abstract
This paper presents a novel virtual reality navigation (VRN) input device, called the VRNChair, offering an intuitive and natural way to interact with virtual reality (VR) environments. Traditionally, VR navigation tests are performed using stationary input devices such as keyboards or joysticks. However, in case of immersive VR environment experiments, such as our recent VRN assessment, the user may feel kinetosis (motion sickness) as a result of the disagreement between vestibular response and the optical flow. In addition, experience in using a joystick or any of the existing computer input devices may cause a bias in the accuracy of participant performance in VR environment experiments. Therefore, we have designed a VR navigational environment that is operated using a wheelchair (VRNChair). The VRNChair translates the movement of a manual wheelchair to feed any VR environment. We evaluated the VRNChair by testing on 34 young individuals in two groups performing the same navigational task with either the VRNChair or a joystick; also one older individual (55 years) performed the same experiment with both a joystick and the VRNChair. The results indicate that the VRNChair does not change the accuracy of the performance; thus removing the plausible bias of having experience using a joystick. More importantly, it significantly reduces the effect of kinetosis. While we developed VRNChair for our spatial cognition study, its application can be in many other studies involving neuroscience, neurorehabilitation, physiotherapy, and/or simply the gaming industry.Entities:
Keywords: kinetosis; navigation; neurorehabilitation; spatial cognition; virtual reality
Year: 2014 PMID: 25161366 PMCID: PMC4122530 DOI: 10.4137/JEN.S13448
Source DB: PubMed Journal: J Exp Neurosci ISSN: 1179-0695
Figure 1(A) Top view of the magnetic multi pole ring, (B) the position of the smart Hall sensor.
Figure 2(A) Back view of the VRNChair, (B) left wheel with magnetic encoder.
Figure 3Velocity vectors and the schematic description of the wheelchair used for the VRNChair.12
Figure 4VRNChair kinematic model.
Figure 5(A) Top view of the VRNChair controller; (B) Microsoft® Windows Control Panel (Game Controller) view of the VRNChair.
Comparison between the usage of a joystick and the VRNChair.
| DESIRED MOVEMENT | USING JOYSTICK | USING VRNCHAIR |
|---|---|---|
| Forward or backward translation | Tilting the joystick handle away or toward the user | Moving the VRNChair forward or backward |
| Rotation (yaw axis) | Tilting the joystick handle to left or right | Turning the VRNChair’s wheels in opposite directions |
| Turning toward left or right | Tilting the joystick handle diagonally | Turning one of the VRNChair wheels faster than the other |
Figure 6VR environment used for the experiment.
Experimental comparison between the usage of a joystick and the VRNChair.
| STUDY SUBJECTS (ALL MALES) | AGE (YEAR) | TOTAL SPATIAL NAVIGATION ERROR | TRAVERSED DISTANCE IN A TRIAL (m) | TIME SPENT TO FINISH A TRIAL (SECONDS) |
|---|---|---|---|---|
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| 27.6 ± 3.2 | 6.4 ± 8.5 | 38.3 ± 13.3 | 65.5 ± 20.2 | |
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| 26 ± 5.2 | 7.1 ± 7.5 | 43.5 ± 13.3 | 99.9 ± 32.8 | |
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| 55 | 37 | 55.0 | 87.5 | |
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| | 13 | 41.7 | 134.7 | |
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Figure 7Trajectories obtained from a participant using a joystick and the VRNChair.