Literature DB >> 26737323

Effect of viewing mode on pathfinding in immersive Virtual Reality.

Paul J White, Ahmad Byagowi, Zahra Moussavi.   

Abstract

The use of Head Mounted Displays (HMDs) to view Virtual Reality Environments (VREs) has received much attention recently. This paper reports on the difference between actual humans' navigation in a VRE viewed through an HMD compared to that in the same VRE viewed on a laptop PC display. A novel Virtual Reality (VR) Navigation input device (VRNChair), designed by our team, was paired with an Oculus Rift DK2 Head-Mounted Display (HMD). People used the VRNChair to navigate a VRE, and we analyzed their navigational trajectories with and without the HMD to investigate plausible differences in performance due to the display device. It was found that people's navigational trajectories were more accurate while wearing the HMD compared to viewing an LCD monitor; however, the duration to complete a navigation task remained the same. This implies that increased immersion in VR results in an improvement in pathfinding. In addition, motion sickness caused by using an HMD can be reduced if one uses an input device such as our VRNChair. The VRNChair paired with an HMD provides vestibular stimulation as one moves in the VRE, because movements in the VRE are synchronized with movements in the real environment.

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Year:  2015        PMID: 26737323     DOI: 10.1109/EMBC.2015.7319423

Source DB:  PubMed          Journal:  Conf Proc IEEE Eng Med Biol Soc        ISSN: 1557-170X


  5 in total

1.  Effects of virtual reality technology locomotive multi-sensory motion stimuli on a user simulator sickness and controller intuitiveness during a navigation task.

Authors:  Cassandra N Aldaba; Zahra Moussavi
Journal:  Med Biol Eng Comput       Date:  2019-11-22       Impact factor: 2.602

2.  Orientation in Virtual Reality Does Not Fully Measure Up to the Real-World.

Authors:  Kazushige Kimura; James F Reichert; Ashley Olson; Omid Ranjbar Pouya; Xikui Wang; Zahra Moussavi; Debbie M Kelly
Journal:  Sci Rep       Date:  2017-12-22       Impact factor: 4.379

3.  Older Adults Show Less Flexible Spatial Cue Use When Navigating in a Virtual Reality Environment Compared With Younger Adults.

Authors:  Kazushige Kimura; James F Reichert; Debbie M Kelly; Zahra Moussavi
Journal:  Neurosci Insights       Date:  2019-12-31

4.  Factors Associated With Virtual Reality Sickness in Head-Mounted Displays: A Systematic Review and Meta-Analysis.

Authors:  Dimitrios Saredakis; Ancret Szpak; Brandon Birckhead; Hannah A D Keage; Albert Rizzo; Tobias Loetscher
Journal:  Front Hum Neurosci       Date:  2020-03-31       Impact factor: 3.169

5.  Exploring virtual reality technology and the Oculus Rift for the examination of digital pathology slides.

Authors:  Navid Farahani; Robert Post; Jon Duboy; Ishtiaque Ahmed; Brian J Kolowitz; Teppituk Krinchai; Sara E Monaco; Jeffrey L Fine; Douglas J Hartman; Liron Pantanowitz
Journal:  J Pathol Inform       Date:  2016-05-04
  5 in total

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