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1.
Ergonomics ; 48(6): 608-24, 2005 May 15.
Artigo em Inglês | MEDLINE | ID: mdl-16087497

RESUMO

This study investigated cues that permit prediction of turns during passive movement through a virtual environment. Effects on simulator sickness (SS), presence and enjoyment were examined. Subjects were exposed to complex visual motion through a cartoon-like simulated environment in a driving simulator. Forward velocity remained constant and the motion path was the same across all experimental conditions. Using a within-subject design, we examined visual paths that provided different levels of cue salience - detailed, simplified and no cues - for the upcoming simulated vehicle motion. Following each trial, participants completed questionnaires on SS, presence and enjoyment. After all of the trials were completed, a debriefing determined participants' perceptions of vehicle motion attributes and their awareness of the prediction cues. The results showed that SS in the no-cue condition was significantly greater than that in the conditions that provided vehicle motion cues. Presence and enjoyment responses were not different across the conditions. No participants reported differences between prediction cue conditions or recognized that the vehicle motion followed the same path across trials. However, participants tended to report that the motion was smoother for the detailed-cue than the no-cue condition. Participants ranked turn predictability as higher in conditions with prediction cues. The results support the hypothesis that unobtrusive and unreported motion cues may alleviate SS in a virtual environment.


Assuntos
Simulação por Computador , Sinais (Psicologia) , Enjoo devido ao Movimento/prevenção & controle , Veículos Farmacêuticos , Adolescente , Adulto , Feminino , Previsões , Humanos , Masculino , Pessoa de Meia-Idade , Viagem
2.
Behav Res Ther ; 40(9): 983-93, 2002 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-12296495

RESUMO

This study explored whether virtual reality (VR) exposure therapy was effective in the treatment of spider phobia. We compared a treatment condition vs. a waiting list condition in a between group design with 23 participants. Participants in the VR treatment group received an average of four one-hour exposure therapy sessions. VR exposure was effective in treating spider phobia compared to a control condition as measured with a Fear of Spiders questionnaire, a Behavioural Avoidance Test (BAT), and severity ratings made by the clinician and an independent assessor. Eighty-three percent of patients in the VR treatment group showed clinically significant improvement compared with 0% in the waiting list group, and no patients dropped out. This study shows that VR exposure can be effective in the treatment of phobias.


Assuntos
Transtornos Fóbicos/terapia , Aranhas , Interface Usuário-Computador , Adolescente , Adulto , Animais , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Método Simples-Cego , Inquéritos e Questionários
3.
J Rehabil Res Dev ; 38(4): 431-42, 2001.
Artigo em Inglês | MEDLINE | ID: mdl-11563496

RESUMO

This pilot study examined the performance of an alternative computer visual interface, the Virtual Retinal Display (VRD), for low-vision use. The VRD scans laser light directly onto the retina, creating a virtual image. Since visually impaired individuals can have difficulty using computer displays, a matched comparison study was done between the VRD and the standard cathode ray tube (CRT) monitor. Reading speed and acuity tests were collected from 13 low-vision volunteers selected to represent the broad range of partially sighted individuals actively involved in the work force. Forty-six percent of subjects had highest visual acuity while viewing the VRD; 30% of subjects had highest acuity viewing the CRT; and 24% of subjects had equal acuity across the two displays. Although mean reading speed across all 13 subjects indicated no significant difference between displays, individual subjects with predominantly optical causes of low vision exhibited clinically important increases in reading speed versus the CRT. However, most subjects with predominantly retinal damage showed a slight disadvantage using the VRD. We give theoretical explanation to the bifurcated results and conclude that for a subset of low-vision users, the VRD technology is very promising as a basis for future low-vision aids.


Assuntos
Terminais de Computador , Baixa Visão/reabilitação , Pessoas com Deficiência Visual/reabilitação , Adulto , Recursos Audiovisuais , Desenho de Equipamento , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Projetos Piloto , Retina/fisiopatologia , Sensibilidade e Especificidade , Índice de Gravidade de Doença , Acuidade Visual
4.
Hum Factors ; 43(1): 129-46, 2001.
Artigo em Inglês | MEDLINE | ID: mdl-11474759

RESUMO

Novel patterns of visual-vestibular intersensory stimulation often result in symptoms of simulator sickness, raising health and safety concerns regarding virtual environment exposure. Two experiments investigated the effect of conflicting visual-vestibular cues on subjective reports of simulator sickness during and after a 50-min exposure to a head-coupled virtual interface. Virtual image scale factors (0.5. 1.0, 2.0 magnification, generated by varying geometric field of view angle) were investigated in Experiment 1, and additional system time delays (125, 250 ms) were investigated in Experiment 2. Simulator sickness metrics included spoken self-reports during exposure and simulator sickness questionnaires (pre-exposure, immediate postexposure, and 20 min postexposure). Head yaw angular position data were also recorded. Reports of simulator sickness symptoms were significantly greater in the minification (0.5) and magnification (2.0) image scale factor conditions than in the neutral condition (1.0). Simulator sickness did not vary with changes in time delay, however. Furthermore, a comparison across experiments suggests no appreciable increase in simulator sickness with increasing time delays above the nominal value (48 ms). Head angular position data exhibited certain systematic variations across conditions. Actual or potential applications of this research include virtual environment training, simulation, and entertainment systems.


Assuntos
Simulação por Computador , Terminais de Computador , Enjoo devido ao Movimento/psicologia , Tempo de Reação , Percepção de Tamanho , Interface Usuário-Computador , Adulto , Atenção , Feminino , Humanos , Masculino , Orientação , Psicofísica
5.
Pain ; 85(1-2): 305-9, 2000 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-10692634

RESUMO

For daily burn wound care procedures, opioid analgesics alone are often inadequate. Since most burn patients experience severe to excruciating pain during wound care, analgesics that can be used in addition to opioids are needed. This case report provides the first evidence that entering an immersive virtual environment can serve as a powerful adjunctive, nonpharmacologic analgesic. Two patients received virtual reality (VR) to distract them from high levels of pain during wound care. The first was a 16-year-old male with a deep flash burn on his right leg requiring surgery and staple placement. On two occasions, the patient spent some of his wound care in VR, and some playing a video game. On a 100 mm scale, he provided sensory and affective pain ratings, anxiety and subjective estimates of time spent thinking about his pain during the procedure. For the first session of wound care, these scores decreased 80 mm, 80 mm, 58 mm, and 93 mm, respectively, during VR treatment compared with the video game control condition. For the second session involving staple removal, scores also decreased. The second patient was a 17-year-old male with 33.5% total body surface area deep flash burns on his face, neck, back, arms, hands and legs. He had difficulty tolerating wound care pain with traditional opioids alone and showed dramatic drops in pain ratings during VR compared to the video game (e.g. a 47 mm drop in pain intensity during wound care). We contend that VR is a uniquely attention-capturing medium capable of maximizing the amount of attention drawn away from the 'real world', allowing patients to tolerate painful procedures. These preliminary results suggest that immersive VR merits more attention as a potentially viable form of treatment for acute pain.


Assuntos
Queimaduras/complicações , Gráficos por Computador , Manejo da Dor , Interface Usuário-Computador , Adolescente , Humanos , Masculino , Dor/etiologia , Medição da Dor
6.
Aviat Space Environ Med ; 70(3 Pt 1): 277-83, 1999 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-10102741

RESUMO

BACKGROUND: Simulator sickness (SS) is a major problem which potentially limits interface applications that feature simulated motion. While display imperfections play a role, a large part of SS is motion sickness (MS). Sensory rearrangement theory holds that MS is related to conflicting motion cues; in the case of simulators, mainly a conflict between inertial cues (usually indicating no self-motion) and visual stimuli from the display (indicating self-motion). It is suggested that MS does not arise from conflicting motion cues per se, but rather from conflicting rest frames selected from those motion cues. There is strong evidence that the visual rest frame is heavily influenced by the visual background. Providing an independent visual background (IVB) consistent with the inertial rest frame may reduce SS, even when the simulator's content-of-interest (CI) is not consistent with the inertial rest frame. METHODS: In two experiments, a circular vection stimulus was shown for 3-4.5 min in a head-mounted display, comparing see-through (i.e., IVB) to occluded (i.e., no IVB) modes. Measures included a standard SS questionnaire and a pre-exposure ataxia measure. Experiment 2 added a visual task which forced attention into the CI and a post-exposure ataxia measure. In both experiments, subjects rated the CI as significantly more visible than the IVB. RESULTS: A large effect was found for the reduction of SS and ataxia in the first experiment, and for pre-exposure ataxia in the second. CONCLUSIONS: Future research will further test the IVB idea and examine applications to high-end simulators.


Assuntos
Ataxia/prevenção & controle , Enjoo devido ao Movimento/prevenção & controle , Interface Usuário-Computador , Adolescente , Adulto , Ataxia/etiologia , Ataxia/fisiopatologia , Sinais (Psicologia) , Feminino , Humanos , Masculino , Enjoo devido ao Movimento/etiologia , Enjoo devido ao Movimento/fisiopatologia , Estimulação Luminosa
7.
Stud Health Technol Inform ; 50: 252-7, 1998.
Artigo em Inglês | MEDLINE | ID: mdl-10180549

RESUMO

INTRODUCTION: The Virtual Retinal Display (VRD) is a new technology for creating visual images. It was developed at the Human Interface Technology Laboratory (HIT Lab) by Dr. Thomas A. Furness III. The VRD creates images by scanning low power laser light directly onto the retina. This special method results in images that are bright, high contrast and high resolution. In this paper, we describe how the VRD functions, the special consequences of its mechanism of action and potential medical applications of the VRD, including surgical displays and displays for people with low vision. A description of its safety analysis will also be included. In one set of tests we had a number of patients with partial loss of vision view images with the VRD. There were two groups of subjects: patients with macular degeneration, a degenerative disease of the retina and patients with keratoconus. Typical VRD images are on the order of 300 nanowatts. VRD images are also readily viewed superimposed on ambient room light. In our low vision test subjects, 5 out of 8 subjects with macular degeneration felt the VRD images were better and brighter than the CRT or paper images and they were able to reach the same or better level of resolution. All patients with Keratoconus were able to resolve lines of test several lines smaller with the VRD than with their own correction. Further, they all felt that the VRD images were sharper and easier to view. The VRD is a safe new display technology. The power levels recorded from the system are several orders below the power levels prescribed by the American National Standard. The VRD readily creates images that can be easily seen in ambient roomlight and it can create images that can be seen in ambient daylight. The combination of high brightness and contrast and high resolution make the VRD an ideal candidate for use in a surgical display. Further, tests show strong potential for the VRD to be a display technology for patients with low vision.


Assuntos
Retina , Auxiliares Sensoriais , Baixa Visão/terapia , Desenho de Equipamento , Segurança de Equipamentos , Humanos , Ceratocone , Lasers , Degeneração Macular
8.
J Laser Appl ; 9(5): 253-60, 1997 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-10174266

RESUMO

The Virtual Retinal Display (VRD) is a visual display that scans modulated laser light on to the retina of the viewer's eye to create an image. Maximum permissible exposures (MPE) have been calculated for the VRD in both normal viewing and possible failure modes. The MPE power levels are compared to the measured power that enters the eye while viewing images with the VRD. The power levels indicate that the VRD is safe in both normal operating mode and in failure modes.


Assuntos
Lasers , Oftalmoscópios , Testes Visuais/instrumentação , Apresentação de Dados , Desenho de Equipamento , Segurança de Equipamentos , Humanos , Processamento de Imagem Assistida por Computador , Doenças Retinianas/diagnóstico
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