VR slides 22 Flashcards

1
Q

audio motion is similar to what

A

visual motion paralax - additional info provided through multiple views of sound source

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2
Q

auditory motion parallax simulated with what two movements

A

passive and active

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3
Q

better detecting auditory motion during what type of movement

A

active

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4
Q

3 necessary items to auditory renderr

A

signal processing, auditory modeling, auralization

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5
Q

signal processing (domain)

A

time versus frequency domain- depend on fourier transform

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6
Q

what does the smapling rate need to be

A

twice the highest frequency trying to achieve

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7
Q

auditory modeling is similar to vision but less what is requried

A

spatial resolution

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8
Q

auditory rendering (3 steps)

A

head movement - auditory virtual world generator - auralization (must all be fast)

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9
Q

why are experiments on human subjecs necessary

A

to prove a novel method, technology or practice is benefeicial

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10
Q

what types of research fall under testing human subjects

A

experimental psych, human factors research, human computer interaction

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11
Q

scientific method

A

observation, ask a question, hypothesis, develop testable prediction, gather data, refine or alter or reject hypothesis, dvelop theory, make observation

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12
Q

experiemntal process from start to finish (7 steps)

A

motivation, hypothesis, dsign, collection, analysis, interpretation, presentation

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13
Q

human vr loop

A

vr (replaces environment) > displays > sensed by sensory signals from environment and hit senses in organism > perception in organism> actions by organism > create change in enviornment through interaction and then sensed by sensors from vr

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14
Q

hypothesis formation (2 questions to ask)

A

what are likely cause and effect relationships (common sense) and what do we know already (literature search)

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15
Q

eelkes motivation

A

develop better vr locomotion

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16
Q

eelkes hypothesis

A

if you devleop more natural ways of locomotion it will lead to greater immersion and less simulator sickness

17
Q

pogens motivation

A

to understand visual and vestibular conflict detection and relation to simulator sickness

18
Q

pogens hypothesis

A

conflict detection should depend on variability

19
Q

experimental design questions

A

what can we manipulate to get an effect (independent variables) and what can we measure to show an effect (dependent variables)

20
Q

eelkes experimental disgn

A

assees user preference fro vr step or autowalk

21
Q

pogens experimental design

A

vestibular only, visula only (these two are single cue), visual and vestibular (ml integration)- response whihc movement was faster
check sequential and then simultaneous (cross modal)

22
Q

data collection question

A

practical (lmitations of time, cost, availability)

is it ethical (privacy, injury)

23
Q

vr research methods of collectng data

A

surveys (subjective ratings) or psychophyical methods (measure stimulus perception)

24
Q

what are the two questionairres people ask with vr

A

simulator sickenss questionairre (16 symptoms, rate 0 - 3 severe) and presence questionnaire (rate responsiveness of enviornemnt to your actions)

25
Q

what are the psychophical methods measured in vr

A

method of constant stimuli, method o adjustment, adaptive methods, magnitude estimation

26
Q

questions of data analysis and interpretation

A

how to runa staistical test, how to judge significance, what does result actually prove