Vr slides 23 Flashcards
vr flaws (3)
locomotion, perception, lack of haptics
engineers and vr developers want to know (4things)
which headset is better, which is more comfortable for longer periods, how much fov is enough, best way to interact with vr?
short term, medium and long term adaptation exampsl
waterfall illusion, glasses, perceptual expertise
small scale versus large scale neuroplasticity
change in synaptic potential vs cortical remapping
examples of real world perceptual learning
radiologists/ blind and braile
4 perceptual learning factors
attentional weighting, stimulus imprinting, differentialtion, unitization
attentional weigthing
more focus on certian features than others
stimulus imprinting
specialized receptors developed that identify part or all of relevant stimuli
differentiation
different stimuli that were fused become spearated
unitization
combine different stimuli into single response
what can developer s be used for
to train evaluators to spot problems in vr
what can users be used for
to accomodate imperfect vr to allow for meaningful interactions
motor remapping
users can adapt existing motor programs
how do developers detech visual vestibular conflict
examine stationarity
canonical head movemetns detect errors in what 3 things
head tracking, latency, incorrect depth in viewpoint
stereo error
eye closing trick
pseudoscopic visions
concavity is reverse
peripheral problems
observe distortions caused by looking through different parts of the lens
4 recommendations for virtual worlds
use units that match real world, completely model objects, less locomotion, visual and auditory rendering
6 recommendations for visual rendering
dont fix objects on a screen, reconsider texture mapping and antialiasing, maintain high framerate of 90fps, avoid viewponit changes not matching head, dont render close, use correct ipd, reduce contrast and brightness
5 recommendations for tracking
dont freeze head tracking, make viewpoints correctly located, beware of real world obstacles, use chaperone, when approach border reduce contrast
4 recommendations for interacton
consider superhuman powers like teleportaiton, minimize vection during locomotion, avoid gorilla arms, avoid uncanney valley
3 recommendations for intefaces
floating menus rendered not close bc vergence accomoatio, minimize size of menu, embed ui in virtual world
4 recommendaitons for audio
difference between headphone and external, auralization account for orientation and position ofuser, doppler effect provide stronng motion cue, geometric audio rendering can be simpler