Analysing Balance Loss in VR Interaction with HMDs

Detalhes bibliográficos
Autor(a) principal: Martinez, Armando
Data de Publicação: 2018
Outros Autores: Paganelli, Antonio Iyda, Raposo, Alberto
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Journal on Interactive Systems
Texto Completo: https://sol.sbc.org.br/journals/index.php/jis/article/view/702
Resumo: Immersive virtual reality (VR) has been used in different fields such as training, educational programs, entertainment, psychological treatments, and rehabilitation. Despite its broad utilization, some issues limit its application such as the loss of balance. Balance is disturbed because visual stimuli received from the virtual scenario are not in harmony with perceived stimuli by the proprioception and vestibular systems that remain in contact with the real environment. With the increasing popularity and accessibility of high-quality VR systems, concerns have been raised about the propensity of VR to induce balance loss. Balance is essential for safe use of VR experience and its loss can result in severe injury. In this work, we present a methodology and the necessary tools to quantify the influence of VR on the user’s balance and assess risk of falls during VR interaction. By means of an experiment making use of an Oculus Rift and a MS Kinect Sensor, we observe, quantify and compare the effect of VR scenes with different levels of danger on the balance of users, as well as the effect of visual and auditory warnings of balance loss. Results suggest that auditory signs were not effective in warning users about risk of fall, and that the order which the scenes are presented to users affects their behavior. Users who were first presented to a more challenging scene proceeded more carefully and most of the time carried this behavior to the other less challenging scenes.
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spelling Analysing Balance Loss in VR Interaction with HMDsImmersive virtual reality (VR) has been used in different fields such as training, educational programs, entertainment, psychological treatments, and rehabilitation. Despite its broad utilization, some issues limit its application such as the loss of balance. Balance is disturbed because visual stimuli received from the virtual scenario are not in harmony with perceived stimuli by the proprioception and vestibular systems that remain in contact with the real environment. With the increasing popularity and accessibility of high-quality VR systems, concerns have been raised about the propensity of VR to induce balance loss. Balance is essential for safe use of VR experience and its loss can result in severe injury. In this work, we present a methodology and the necessary tools to quantify the influence of VR on the user’s balance and assess risk of falls during VR interaction. By means of an experiment making use of an Oculus Rift and a MS Kinect Sensor, we observe, quantify and compare the effect of VR scenes with different levels of danger on the balance of users, as well as the effect of visual and auditory warnings of balance loss. Results suggest that auditory signs were not effective in warning users about risk of fall, and that the order which the scenes are presented to users affects their behavior. Users who were first presented to a more challenging scene proceeded more carefully and most of the time carried this behavior to the other less challenging scenes.Nenhum resumo disponívelBrazilian Computer Society2018-08-29info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://sol.sbc.org.br/journals/index.php/jis/article/view/70210.5753/jis.2018.702Journal of Interactive Systems; v. 9 n. 2 (2018)Journal on Interactive Systems; Vol. 9 No. 2 (2018)2763-7719reponame:Journal on Interactive Systemsinstname:Sociedade Brasileira de Computação (SBC)instacron:SBCenghttps://sol.sbc.org.br/journals/index.php/jis/article/view/702/697Martinez, ArmandoPaganelli, Antonio IydaRaposo, Albertoinfo:eu-repo/semantics/openAccess2020-09-05T16:09:07Zoai:ojs2.sol.sbc.org.br:article/702Revistahttps://sol.sbc.org.br/journals/index.php/jis/ONGhttps://sol.sbc.org.br/journals/index.php/jis/oaijis@sbc.org.br2763-77192763-7719opendoar:2020-09-05T16:09:07Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)false
dc.title.none.fl_str_mv Analysing Balance Loss in VR Interaction with HMDs
title Analysing Balance Loss in VR Interaction with HMDs
spellingShingle Analysing Balance Loss in VR Interaction with HMDs
Martinez, Armando
title_short Analysing Balance Loss in VR Interaction with HMDs
title_full Analysing Balance Loss in VR Interaction with HMDs
title_fullStr Analysing Balance Loss in VR Interaction with HMDs
title_full_unstemmed Analysing Balance Loss in VR Interaction with HMDs
title_sort Analysing Balance Loss in VR Interaction with HMDs
author Martinez, Armando
author_facet Martinez, Armando
Paganelli, Antonio Iyda
Raposo, Alberto
author_role author
author2 Paganelli, Antonio Iyda
Raposo, Alberto
author2_role author
author
dc.contributor.author.fl_str_mv Martinez, Armando
Paganelli, Antonio Iyda
Raposo, Alberto
description Immersive virtual reality (VR) has been used in different fields such as training, educational programs, entertainment, psychological treatments, and rehabilitation. Despite its broad utilization, some issues limit its application such as the loss of balance. Balance is disturbed because visual stimuli received from the virtual scenario are not in harmony with perceived stimuli by the proprioception and vestibular systems that remain in contact with the real environment. With the increasing popularity and accessibility of high-quality VR systems, concerns have been raised about the propensity of VR to induce balance loss. Balance is essential for safe use of VR experience and its loss can result in severe injury. In this work, we present a methodology and the necessary tools to quantify the influence of VR on the user’s balance and assess risk of falls during VR interaction. By means of an experiment making use of an Oculus Rift and a MS Kinect Sensor, we observe, quantify and compare the effect of VR scenes with different levels of danger on the balance of users, as well as the effect of visual and auditory warnings of balance loss. Results suggest that auditory signs were not effective in warning users about risk of fall, and that the order which the scenes are presented to users affects their behavior. Users who were first presented to a more challenging scene proceeded more carefully and most of the time carried this behavior to the other less challenging scenes.
publishDate 2018
dc.date.none.fl_str_mv 2018-08-29
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://sol.sbc.org.br/journals/index.php/jis/article/view/702
10.5753/jis.2018.702
url https://sol.sbc.org.br/journals/index.php/jis/article/view/702
identifier_str_mv 10.5753/jis.2018.702
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv https://sol.sbc.org.br/journals/index.php/jis/article/view/702/697
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Brazilian Computer Society
publisher.none.fl_str_mv Brazilian Computer Society
dc.source.none.fl_str_mv Journal of Interactive Systems; v. 9 n. 2 (2018)
Journal on Interactive Systems; Vol. 9 No. 2 (2018)
2763-7719
reponame:Journal on Interactive Systems
instname:Sociedade Brasileira de Computação (SBC)
instacron:SBC
instname_str Sociedade Brasileira de Computação (SBC)
instacron_str SBC
institution SBC
reponame_str Journal on Interactive Systems
collection Journal on Interactive Systems
repository.name.fl_str_mv Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)
repository.mail.fl_str_mv jis@sbc.org.br
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