Virtual environments (VEs) can be infinitely large, but movement of the virtual reality (VR) user is constrained by the surrounding real environment. Teleporting has become a popular locomotion interface to allow complete exploration of the VE. To teleport, the user selects the intended position (and sometimes orientation) before being instantly transported to that location. However, locomotion interfaces such as teleporting can cause disorientation. This experiment explored whether practice and feedback when using the teleporting interface can reduce disorientation. VR headset owners participated remotely. On each trial of a triangle completion task, the participant traveled along two path legs through a VE before attempting to point to the path origin. Travel was completed with one of two teleporting interfaces that differed in the availability of rotational self-motion cues. Participants in the feedback condition received feedback about their pointing accuracy. For both teleporting interfaces tested, feedback caused significant improvement in pointing performance, and practice alone caused only marginal improvement. These results suggest that disorientation in VR can be reduced through feedback-based training.
more »
« less
Crash Prediction Using Deep Learning in a Disorienting Spaceflight Analog Balancing Task
Were astronauts forced to land on the surface of Mars using manual control of their vehicle, they would not have familiar gravitational cues because Mars’ gravity is only 0.38 g. They could become susceptible to spatial disorientation, potentially causing mission ending crashes. In our earlier studies, we secured blindfolded participants into a Multi-Axis Rotation System (MARS) device that was programmed to behave like an inverted pendulum. Participants used a joystick to stabilize around the balance point. We created a spaceflight analog condition by having participants dynamically balance in the horizontal roll plane, where they did not tilt relative to the gravitational vertical and therefore could not use gravitational cues to determine their position. We found 90% of participants in our spaceflight analog condition reported spatial disorientation and all of them showed it in their data. There was a high rate of crashing into boundaries that were set at ± 60 ° from the balance point. Our goal was to see whether we could use deep learning to predict the occurrence of crashes before they happened. We used stacked gated recurrent units (GRU) to predict crash events 800 ms in advance with an AUC (area under the curve) value of 99%. When we prioritized reducing false negatives we found it resulted in more false positives. We found that false negatives occurred when participants made destabilizing joystick deflections that rapidly moved the MARS away from the balance point. These unpredictable destabilizing joystick deflections, which occurred in the duration of time after the input data, are likely a result of spatial disorientation. If our model could work in real time, we calculated that immediate human action would result in the prevention of 80.7% of crashes, however, if we accounted for human reaction times (∼400 ms), only 30.3% of crashes could be prevented, suggesting that one solution could be an AI taking temporary control of the spacecraft during these moments.
more »
« less
- Award ID(s):
- 1920147
- PAR ID:
- 10342603
- Date Published:
- Journal Name:
- Frontiers in Physiology
- Volume:
- 13
- ISSN:
- 1664-042X
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
More Like this
-
-
Virtual reality users are susceptible to disorientation, particularly when using locomotion interfaces that lack self-motion cues. Environmental cues, such as boundaries defined by walls or a fence, provide information to help the user remain oriented. This experiment evaluated whether the type of boundary impacts its usefulness for staying oriented. Participants wore a head-mounted display and performed a triangle completion task in virtual reality by traveling two outbound path segments before attempting to point to the path origin. The task was completed with two teleporting interfaces differing in the availability of rotational self-motion cues, and within five virtual environments differing in the availability and type of boundaries. Pointing errors were highest in an open field without environmental cues, and lowest in a classroom with walls and landmarks. Environments with a single square boundary defined by a fence, drop-off, or floor texture discontinuity led to errors in between the open field and the classroom. Performance with the floor texture discontinuity was similar to that with navigational barriers (i.e., fence and drop-off), indicating that an effective barrier need not be a navigational impediment. These results inform spatial cognitive theory about boundary-based navigation and inform application by specifying the types of environmental and self-motion cues that designers of virtual environments should include to reduce disorientation in virtual reality.more » « less
-
Teleporting is a popular interface for locomotion through virtual environments (VEs). However, teleporting can cause disorientation. Spatial boundaries, such as room walls, are effective cues for reducing disorientation. This experiment explored the characteristics that make a boundary effective. All boundaries tested reduced disorientation, and boundaries representing navigational barriers (e.g., a fence) were no more effective than those defined only by texture changes (e.g., flooring transition). The findings indicate that boundaries need not be navigational barriers to reduce disorientation, giving VE designers greater flexibility in the spatial cues to include.more » « less
-
Abstract Irrelevant salient distractors can trigger early quitting in visual search, causing observers to miss targets they might otherwise find. Here, we asked whether task-relevant salient cues can produce a similar early quitting effect on the subset of trials where those cues fail to highlight the target. We presented participants with a difficult visual search task and used two cueing conditions. In the high-predictive condition, a salient cue in the form of a red circle highlighted the target most of the time a target was present. In the low-predictive condition, the cue was far less accurate and did not reliably predict the target (i.e., the cue was often a false positive). These were contrasted against a control condition in which no cues were presented. In the high-predictive condition, we found clear evidence of early quitting on trials where the cue was a false positive, as evidenced by both increased miss errors and shorter response times on target absent trials. No such effects were observed with low-predictive cues. Together, these results suggest that salient cues which are false positives can trigger early quitting, though perhaps only when the cues have a high-predictive value. These results have implications for real-world searches, such as medical image screening, where salient cues (referred to as computer-aided detection or CAD) may be used to highlight potentially relevant areas of images but are sometimes inaccurate.more » « less
-
Back injuries and other occupational injuries are common in workers who engage in long, arduous physical labor. The risk of these injuries could be reduced using assistive devices that automatically detect an object lifting motion and support the user while they perform the lift; however, such devices must be able to detect the lifting motion as it occurs. We thus developed a system to detect the start and end of a lift (performed as a stoop or squat) in real time based on pelvic angle and the distance between the user's hands and the user's center of mass. The measurements were input to an algorithm that first searches for hand-center distance peaks in a sliding window, then checks the pelvic displacement angle to verify lift occurrence. The approach was tested with 5 participants, who performed a total of 100 lifts of four different types. The times of actual lifts were determined by manual video annotation. The median time error (absolute difference between detected and actual occurrence time) for lifts that were not false negatives was 0.11 s; a lift was considered a false negative if it was not detected within two seconds of it actually occurring. Furthermore, 95% of lifts that were detected occurred within 0.28 s of actual occurrence. This shows that it is possible to reliably detect lifts in real time based on the pelvic displacement angle and the distance between the user's hands and their center of mass.more » « less
An official website of the United States government

