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What to expect from immersive virtual environment exposure: influences of gender, body mass index, and past experience.

For those interested in using head-coupled PC-based immersive virtual environment (VE) technology to train, entertain, or inform, it is essential to understand the effects this technology has on its users. This study investigated potential adverse effects, including the sickness associated with exposure and extreme responses (emesis, flashbacks). Participants were exposed to a VE for 15 to 60 min, with either complete or streamlined navigational control and simple or complex scenes, after which time measures of sickness were obtained. More than 80% of participants experienced nausea, oculomotor disturbances, and/or disorientation, with disorientation potentially lasting > 24 hr. Of the participants, 12.9% prematurely ended their exposure because of adverse effects; of these, 9.2% experienced an emetic response, whereas only 1.2% of all participants experienced emesis. The results indicate that designers may be able to reduce these rates by limiting exposure duration and reducing the degrees of freedom of the user's navigational control. Results from gender, body mass, and past experience comparisons indicated it may be possible to identify those who will experience adverse effects attributable to exposure and warn such individuals. Applications for this research include military, entertainment, and any other interactive systems for which designers seek to avoid adverse effects associated with exposure.

Adolescent↗

A three-dimensional virtual environment for modeling mechanical cardiopulmonary interactions.

We have developed a real-time computer system for modeling mechanical physiological behavior in an interactive, 3-D virtual environment. Such an environment can be used to facilitate exploration of cardiopulmonary physiology, particularly in situations that are difficult to reproduce clinically. We integrate 3-D deformable body dynamics with new, formal models of (scalar) cardiorespiratory physiology, associating the scalar physiological variables and parameters with the corresponding 3-D anatomy. Our framework enables us to drive a high-dimensional system (the 3-D anatomical models) from one with fewer parameters (the scalar physiological models) because of the nature of the domain and our intended application. Our approach is amenable to modeling patient-specific circumstances in two ways. First, using CT scan data, we apply semi-automatic methods for extracting and reconstructing the anatomy to use in our simulations. Second, our scalar physiological models are defined in terms of clinically measurable, patient-specific parameters. This paper describes our approach, problems we have encountered and a sample of results showing normal breathing and acute effects of pneumothoraces.

Computer Simulation↗

Target-directed head movements in a head-coupled virtual environment: predicting the effects of lags using Fitts' law.

Two experiments have investigated the effects of lag on discrete target-directed head movements in a virtual environment. Both the target and a head-slaved pointer (subjected to lag) were presented on a head-mounted display. Target-directed head movements in the presence of a constant time lag were shown to obey Fitts' law (R2 > .93). A previously reported interaction between the effects of lag and the effects of index-of-difficulty on hand movement time could not be found in head movement time when the target width was kept constant. Further experiments suggested that there is a significant interaction between the effects of target width and lag but not between target distance and lag. A model predicting head movement strategy in the presence of lag is proposed to explain the experimental findings. This model predicts, and experiments verified, that for a target width from 1 degree to 8 degrees and a target distance range of 2.5 degrees to 30 degrees, the effect of lag (up to 267 ms) on target-directed head movement is independent of target distance but dependent on target width. Actual or potential applications of this research include the design of virtual control panel and its layout in a Virtual Reality simulator.

Adult↗

Interactive virtual environment training for safe street crossing of right hemisphere stroke patients with unilateral spatial neglect.

PURPOSE: The goal of this study was to determine whether non immersive interactive virtual environments are an effective medium for training individuals who suffer from Unilateral Spatial Neglect (USN) as a result of a right hemisphere stroke, and to compare it to a standard computer visual scanning training. METHOD: Participants included 19 patients with right hemisphere stroke in two groups, 11 in an experimental group were given computer desktop-based Virtual Reality (VR) street crossing training and 8 in a control group who were given computer based visual scanning tasks, both for a total of twelve sessions, 9 hours total, over four weeks. Measures included: 1. Standard USN assessments, paper and pencil and ADL checklist; 2. Test on the VR street program; and 3. Actual street crossing videotaped. Testing was performed pre and post intervention. RESULTS: The VR group achieved on the USN measures results that equaled those achieved by the control group treated with conventional visual scanning tasks. They improved more on the VR test and they did better on some measures of the real street crossing. CONCLUSIONS: Despite several limitations in this study the present results support the effectiveness of the VR street program in the treatment of participants with USN, and further development of the program.

Accidents, Traffic↗

Aftereffects and sense of presence in virtual environments: formulation of a research and development agenda.

This report represents a committee summary of the current state of knowledge regarding aftereffects and sense of presence in virtual environments (VEs). The work presented in this article, and the proposed research agenda, are the result of a special session that was set up in the framework of the Seventh International Conference on Human Computer Interaction. Recommendations were made by the committee regarding research needs in aftereffects and sense of presence, and, where possible, priorities were suggested. The research needs were structured in terms of the short, medium, and long term and, if followed, should lead toward the effective use of VE technology. The 2 most critical research issues identified were (a) standardization and use of measurement approaches for aftereffects and (b) identification and prioritization of sensorimotor discordances that drive aftereffects. Identification of aftereffects countermeasures (i.e., techniques to assist users in readily transitioning between the real and virtual worlds), reduction of system response latencies, and improvements in tracking technology were also thought to be of critical importance.

Adaptation, Physiological↗

Development of a learning module using a virtual environment to demonstrate EMG and telerobotic control principles.

A prototype system was developed for use as a teaching tool, allowing students to link EMG monitoring, data smoothing, robotic control, and neural network training within a rapid prototyping virtual environment (VE). The VE software allowed for the rapid development of scenarios and, when linked with EMG data input to a neural network, allowed the user to control an artificial world containing a virtual arm. Student teams then attempted to control the arm in the VE while performing the tasks by use of a neural network system they had specifically developed and trained using their own EMG signals. The results from their system were then translated into a form that enabled the control of a real robot. Students enjoyed the challenge and uniqueness of the module, and were enthusiastic about extending the concept to other areas of interest.

Biological Science Disciplines↗

Multimodal and motor influences on orientation: implications for adapting to weightless and virtual environments.

Human sensory-motor control and orientation involve the correlation of sensory information from many modalities with motor information about ongoing patterns of voluntary and reflexive activation of the body musculature. The vestibular system represents only one of the acceleration-sensitive receptor systems of the body conveying spatial information. Touch- and pressure-dependent receptors, somatosensory and interoceptive, as well as proprioceptive receptors contribute, along with visual and auditory signals specifying relative motion between self and surround. Control of body movement and orientation is dynamically adapted to the 1G force background of Earth. Exposure to non-1G environments such as in space travel produces a variety of sensory-motor disturbances, and often motion sickness, until adaptation is achieved. Exposure to virtual environments in which body movements are not accompanied by normal patterns of inertial and sensory feedback can also lead to control errors and elicit motion sickness.

Adaptation, Physiological↗

Cardiac responses induced during thought-based control of a virtual environment.

Cardiac responses induced by motor imagery were investigated in 3 subjects in a series of experiments with a synchronous (cue-based) Brain-Computer Interface (BCI). The cue specified right hand vs. leg/foot motor imagery. After a number of BCI training sessions reaching a classification accuracy of at least 80%, the BCI experiments were carried out in an immersive virtual environment (VE), commonly referred as a "CAVE". In this VE, the subjects were able to move along a virtual street by motor imagery alone. The thought-based control of VE resulted in an acceleration of the heart rate in 2 subjects and a heart rate deceleration in the other subject. In control experiments in front of a PC, all 3 subjects displayed a significant heart rate deceleration of the order of about 3-5%. This heart rate decrease during motor imagery in a normal environment is similar to that observed during preparation for a voluntary movement. The heart rate acceleration in the VE is interpreted as effect of an increased mental effort to walk as far as possible in VE.

Adult↗

Children's perception of gap affordances: bicycling across traffic-filled intersections in an immersive virtual environment.

This study examined gap choices and crossing behavior in children and adults using an immersive, interactive bicycling simulator. Ten- and 12-year-olds and adults rode a bicycle mounted on a stationary trainer through a virtual environment consisting of a street with 6 intersections. Participants faced continuous cross traffic traveling at 25 mph or 35 mph and waited for gaps they judged were adequate for crossing. Children and adults chose the same size temporal gaps, but children left far less time to spare between themselves and the approaching vehicle when they crossed the intersection. Relative to adults, children delayed in getting started and took longer to reach the roadway. Discussion focuses on developmental changes in how children coordinate self movement with object movement.

Adult↗

Building interactive virtual environments for simulated training in medicine using VRML and Java/JavaScript.

Medicine is a difficult thing to learn. Experimenting with real patients should not be the only option; simulation deserves a special attention here. Virtual Reality Modelling Language (VRML) as a tool for building virtual objects and scenes has a good record of educational applications in medicine, especially for static and animated visualisations of body parts and organs. However, to create computer simulations resembling situations in real environments the required level of interactivity and dynamics is difficult to achieve. In the present paper we describe some approaches and techniques which we used to push the limits of the current VRML technology further toward dynamic 3D representation of virtual environments (VEs). Our demonstration is based on the implementation of a virtual baby model, whose vital signs can be controlled from an external Java application. The main contributions of this work are: (a) outline and evaluation of the three-level VRML/Java implementation of the dynamic virtual environment, (b) proposal for a modified VRML Timesensor node, which greatly improves the overall control of system performance, and (c) architecture of the prototype distributed virtual environment for training in neonatal resuscitation comprising the interactive virtual newborn, active bedside monitor for vital signs and full 3D representation of the surgery room.

Education, Medical↗

Assessment of visual-spatial deficits in patients with Parkinson's disease and closed head injuries using virtual environments.

Cognitive spatial deficits have been reliably reported in patients with Closed Head Injury (CHI), though in patients with Parkinson's disease (PD) the phenomenon is disputed. CHI and non-demented PD patients were tested using a Judgement of Line Orientation Test, and two spatial tests using virtual environments (VEs). Performance on the Line Orientation and one VE test was worse in the CHI group than controls, but PD patients showed no apparent spatial deficits. However, performance on the second VE test (virtual tray of objects task) did reveal a deficit, both CHI and PD groups being significantly impaired. The data illustrate that particular spatial deficits can be differentiated using appropriate VE-based tasks, and that non-demented PD patients show a paradigm-specific visual-spatial impairment.

Adult↗

The effect of visual and interaction fidelity on spatial cognition in immersive virtual environments.

Accuracy of memory performance per se is an imperfect reflection of the cognitive activity (awareness states) that underlies performance in memory tasks. The aim of this research is to investigate the effect of varied visual and interaction fidelity of immersive virtual environments on memory awareness states. A between groups experiment was carried out to explore the effect of rendering quality on location-based recognition memory for objects and associated states of awareness. The experimental space, consisting of two interconnected rooms, was rendered either flat-shaded or using radiosity rendering. The computer graphics simulations were displayed on a stereo head-tracked Head Mounted Display. Participants completed a recognition memory task after exposure to the experimental space and reported one of four states of awareness following object recognition. These reflected the level of visual mental imagery involved during retrieval, the familiarity of the recollection, and also included guesses. Experimental results revealed variations in the distribution of participants' awareness states across conditions while memory performance failed to reveal any. Interestingly, results revealed a higher proportion of recollections associated with mental imagery in the flat-shaded condition. These findings comply with similar effects revealed in two earlier studies summarized here, which demonstrated that the less "naturalistic" interaction interface or interface of low interaction fidelity provoked a higher proportion of recognitions based on visual mental images.

Adult↗

Effects of variation in system responsiveness on user performance in virtual environments.

System responsiveness (SR) is defined as the elapsed time until a system responds to user control. SR fluctuates over time, so it must be described statistically with mean (MSR) and standard deviation (SDSR). In this paper, we examine SR in virtual environments (VEs), outlining its components and methods of experimental measurement and manipulation. Three studies of MSR and SDSR effects on performance of grasp and placement tasks are then presented. The studies used within-subjects designs with 11, 12, and 10 participants, respectively. Results showed that SDSR affected performance only if it was above 82 ms. Placement required more frequent visual feedback and was more sensitive to SR. We infer that VE designers need not tightly control SDSR and may wish to vary SR control based on required visual feedback frequency. These results may be used to improve the human-computer interface in a wide range of interactive graphical applications, including scientific visualization, training, mental health, and entertainment.

Data Display↗

Shared virtual environments for telerehabilitation.

Current VR telerehabilitation systems use offline remote monitoring from the clinic and patient-therapist videoconferencing. Such "store and forward" and video-based systems cannot implement medical services involving patient therapist direct interaction. Real-time telerehabilitation applications (including remote therapy) can be developed using a shared Virtual Environment (VE) architecture. We developed a two-user shared VE for hand telerehabilitation. Each site has a telerehabilitation workstation with a videocamera and a Rutgers Master II (RMII) force feedback glove. Each user can control a virtual hand and interact hapticly with virtual objects. Simulated physical interactions between therapist and patient are implemented using hand force feedback. The therapist's graphic interface contains several virtual panels, which allow control over the rehabilitation process. These controls start a videoconferencing session, collect patient data, or apply therapy. Several experimental telerehabilitation scenarios were successfully tested on a LAN. A Web-based approach to "real-time" patient telemonitoring--the monitoring portal for hand telerehabilitation--was also developed. The therapist interface is implemented as a Java3D applet that monitors patient hand movement. The monitoring portal gives real-time performance on off-the-shelf desktop workstations.

Computer Simulation↗

A virtual environment for surgical image guidance in intraoperative MRI.

Intraoperative MRI has recently entered the operating room as a new imaging modality. Customized visualization systems might further facilitate the use of this imaging technology. A visualization system for use in the interventional MRI has been developed, providing a virtual environment for surgical navigation using real-time images and for controlling the scanner. The visualization system has customized features for certain clinical applications. A training and testing facility has also been established. The introduction of the visualization system in the interventional MRI overcame several ambiguities and inconsistencies that were previously present, and resulted in a more transparent man-machine interface approach. A pilot study using the software to place cryoprobes in an animal liver showed promising results. Augmentation of real-time MR images with 3D rendering and customized navigation features opens new possibilities in intraoperative MRI. The described system can also be extended to other intraoperative imaging modalities.

Humans↗

Distributed interactive virtual environments for collaborative experiential learning and training independent of distance over Internet2.

Medical knowledge and skills essential for tomorrow's healthcare professionals continue to change faster than ever before creating new demands in medical education. Project TOUCH (Telehealth Outreach for Unified Community Health) has been developing methods to enhance learning by coupling innovations in medical education with advanced technology in high performance computing and next generation Internet2 embedded in virtual reality environments (VRE), artificial intelligence and experiential active learning. Simulations have been used in education and training to allow learners to make mistakes safely in lieu of real-life situations, learn from those mistakes and ultimately improve performance by subsequent avoidance of those mistakes. Distributed virtual interactive environments are used over distance to enable learning and participation in dynamic, problem-based, clinical, artificial intelligence rules-based, virtual simulations. The virtual reality patient is programmed to dynamically change over time and respond to the manipulations by the learner. Participants are fully immersed within the VRE platform using a head-mounted display and tracker system. Navigation, locomotion and handling of objects are accomplished using a joy-wand. Distribution is managed via the Internet2 Access Grid using point-to-point or multi-casting connectivity through which the participants can interact. Medical students in Hawaii and New Mexico (NM) participated collaboratively in problem solving and managing of a simulated patient with a closed head injury in VRE; dividing tasks, handing off objects, and functioning as a team. Students stated that opportunities to make mistakes and repeat actions in the VRE were extremely helpful in learning specific principles. VRE created higher performance expectations and some anxiety among VRE users. VRE orientation was adequate but students needed time to adapt and practice in order to improve efficiency. This was also demonstrated successfully between Western Australia and UNM. We successfully demonstrated the ability to fully immerse participants in a distributed virtual environment independent of distance for collaborative team interaction in medical simulation designed for education and training. The ability to make mistakes in a safe environment is well received by students and has a positive impact on their understanding, as well as memory of the principles involved in correcting those mistakes. Bringing people together as virtual teams for interactive experiential learning and collaborative training, independent of distance, provides a platform for distributed "just-in-time" training, performance assessment and credentialing. Further validation is necessary to determine the potential value of the distributed VRE in knowledge transfer, improved future performance and should entail training participants to competence in using these tools.

Computer Simulation↗

Using virtual environments to prototype auditory navigation displays.

There is a critical need for navigation and orientation aids for the visually impaired. Developing such displays is difficult and time consuming due to the lack of design tools and guidelines, the inefficiency of trial-and-error design, and experimental participant safety concerns. We discuss using a virtual environment (VE) to help in the design, evaluation, and iterative refinement of an auditory navigation system. We address questions about the (real) interface that the VE version allows us to study. Examples include sound design, system behavior, and user interface design. Improved designs should result from a more systematic and scientific method of assistive technology development. We also point out some of the ongoing caveats that researchers in this field need to consider, especially relating to external validity and over-reliance on VE for design solutions.

Auditory Perception↗

Wayfinding behavior and spatial knowledge of adults and children in a virtual environment: The role of landmarks.

This study investigated the effect of different organizations of landmark-location pairings as fine-space information on wayfinding behavior and spatial knowledge on a total of 90 participants: 30 second graders, 30 sixth graders, and 30 adults. All participants had to find their way to a goal in a virtual environment with either randomized or categorical landmarks, or without any landmarks. Thereafter, they had to find the shortest way from the start position to the goal in two consecutive trials (wayfinding performance), and they had to solve a number of spatial knowledge tasks. The results showed that independent of their categorical function, the existence of landmarks influenced the way-finding performance of adults and children in the same way. Whereas the presence of landmarks had no effect on spatial survey knowledge, landmark knowledge itself was influenced by the categorical function of the landmarks presented. Moreover, second graders showed limited achievement compared to adults independent of the existence of landmarks. The main results implicate firstly that children at school age indeed are able to use landmark-location pairings as fine-space information like adults during learning an unknown environmental space, and secondly that a dissociation between wayfinding behavior and spatial knowledge might exist.

Adult↗