![]() A modified version of previous behavioral research to investigate the effects of masked peripheral vision on visually-induced motion sickness in an immersive virtual environment was conducted as a proof of concept to showcase the feasibility of the proposed five-module architectural framework and the SkyBXF module developed. ![]() Applying the five-module architectural framework, the present study developed the SkyrimVR-based behavioral experimental framework (SkyBXF) module, a basic experimental framework module that adopted and integrated the classic human behavior experiment structure (i.e., session-block-trial model) with the modifiable VR massive gaming franchise The Elder Scrolls V: Skyrim VR. To address the challenge posed, the present study first adopted a modularity design strategy and proposed a five-module architectural framework for a VR behavioral experiment system that aimed to reduce complexity and costs of development. Virtual reality (VR) has been shown to be a potential research tool, yet the gap between traditional and VR behavioral experiment systems poses a challenge for many behavioral researchers. Questionnaires and qualitative feedback also showed how the glasses helped to increase participants’ awareness of visual impairment. Our evaluation (n =14) indicates that the glasses can significantly and effectively reduce visual acuity and visual field without causing typical motion sickness symptoms such as headaches and or visual fatigue. The FOV of our glasses is approximately 160 degrees for horizontal and 140 degrees for vertical, and participants can experience both losses of central vision and loss of peripheral vision at different severities. ![]() In this paper, we enable an on-the-go, VAC-free, visually impaired experience by leveraging our optical see-through glasses. Meanwhile, VR and video see-through- based AR simulation methods are constrained by smaller fields of view when compared with the natural human visual field and also suffer from vergence-accommodation conflict (VAC) which correlates with visual fatigue, headache, and dizziness. To improve design for these users, it is essential to build awareness of their perspective during everyday routines, especially for design students.Īlthough several visual impairment simulation toolkits exist in both academia and as commercial products, analog, and static visual impairment simulation tools do not simulate effects concerning the user’s eye movements. As the population ages, many will acquire visual impairments.
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