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Human Factors Issues in Virtual Environments: A Review of the Literature

Human Factors Issues in Virtual Environments: A Review of the Literature. Stanney, Mourant, Kennedy Summarized by Geb Thomas. Shneiderman.

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Human Factors Issues in Virtual Environments: A Review of the Literature

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  1. Human Factors Issues in Virtual Environments: A Review of the Literature Stanney, Mourant, Kennedy Summarized by Geb Thomas

  2. Shneiderman • Analyses of VR user-interface issues may be too sober a process for those who are enjoying their silicon trips, but it may aid in choosing the appropriate applications and refining the technologies

  3. Human Performance Efficiency in Virtual Worlds • Build VE that minimize the learning required to operate within them, but maximize the information yield • Trial and error because of non-system-specific guidelines (models would be even better) • If it doesn’t work, the the pursuit of the technology may be fruitless

  4. Performance Criteria • Navigational Complexity • Possibly the most important issues • Degree of Presence • Benchmark tests

  5. Fields Related to VE Navigation • Mental maps • Wayfinding • Dead reckoning • Spatial Orientation • Time to Collision • Geographical orientation • Vestibular functions

  6. Presence • Generally thought that better presence will lead to better performance. • Evaluated with questionnaires

  7. Benchmark Tasks • Ability to Move • Ability to Manipulate and track virtual objects • Locate virtual sounds • Respond to kinesthetic force feedback • Judge virtual distance • Search for, recognize and estimate the size of virtual environments

  8. Task Characteristics • Some are naturally suited to VE • Data and Feature Analysis • Data visualization • Stereo helps some tasks • Pick and place (but the jury is still out) • Transfer of training for navigation • Little direct evidence for interactivity and task performance • Little direct evidence for immersion

  9. User Characteristics • Input (interpupillary distance) • Throughput (cognitive style) • Output (human performance) • Differences in sense of presence and cybersickness • Level of experience • Technical aptitude • Personality traits are not significant • Age is significant (perceptual deficits?)

  10. Constraints due to Visual Perception Limitations • Anomolies in optical flow patterns • Sensitivity to interpupilary distance • Limited FOV • FOV Overlap for stereo • Binocular rivalry • Diplopia

  11. Multimodal Interaction • Sensorial redundancy, such as visual auditory and tactical feedback can enhance performance • Redundant inputs are common in communication • Sensorial transposition is sometimes feasible

  12. The problem of Metaphor • Affordances -- goals naturally furnished by the environment • Oren -- Every new technology goes through an initial incunabular stage where old forms continue to exist that may not be uniquely suited to the new medium. • VR slider, map cubes, tow planes -- the new metaphors?

  13. Health and Safety • The Eyes: • emf • cataracts if the CRT produces x-rays • eyestrain from flicker, poor adjustment, glare • Visual aftereffect may endanger a viewer • Macroscopic Effect • Cybersickness

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