Vr slides 23 Flashcards

1
Q

vr flaws (3)

A

locomotion, perception, lack of haptics

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

engineers and vr developers want to know (4things)

A

which headset is better, which is more comfortable for longer periods, how much fov is enough, best way to interact with vr?

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

short term, medium and long term adaptation exampsl

A

waterfall illusion, glasses, perceptual expertise

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

small scale versus large scale neuroplasticity

A

change in synaptic potential vs cortical remapping

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

examples of real world perceptual learning

A

radiologists/ blind and braile

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

4 perceptual learning factors

A

attentional weighting, stimulus imprinting, differentialtion, unitization

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

attentional weigthing

A

more focus on certian features than others

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

stimulus imprinting

A

specialized receptors developed that identify part or all of relevant stimuli

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

differentiation

A

different stimuli that were fused become spearated

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

unitization

A

combine different stimuli into single response

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

what can developer s be used for

A

to train evaluators to spot problems in vr

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

what can users be used for

A

to accomodate imperfect vr to allow for meaningful interactions

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

motor remapping

A

users can adapt existing motor programs

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

how do developers detech visual vestibular conflict

A

examine stationarity

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

canonical head movemetns detect errors in what 3 things

A

head tracking, latency, incorrect depth in viewpoint

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

stereo error

A

eye closing trick

17
Q

pseudoscopic visions

A

concavity is reverse

18
Q

peripheral problems

A

observe distortions caused by looking through different parts of the lens

19
Q

4 recommendations for virtual worlds

A

use units that match real world, completely model objects, less locomotion, visual and auditory rendering

20
Q

6 recommendations for visual rendering

A

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

21
Q

5 recommendations for tracking

A

dont freeze head tracking, make viewpoints correctly located, beware of real world obstacles, use chaperone, when approach border reduce contrast

22
Q

4 recommendations for interacton

A

consider superhuman powers like teleportaiton, minimize vection during locomotion, avoid gorilla arms, avoid uncanney valley

23
Q

3 recommendations for intefaces

A

floating menus rendered not close bc vergence accomoatio, minimize size of menu, embed ui in virtual world

24
Q

4 recommendaitons for audio

A

difference between headphone and external, auralization account for orientation and position ofuser, doppler effect provide stronng motion cue, geometric audio rendering can be simpler

25
Q

5 recommendations for self appearance

A

higher presenece if see self, simple virtual body better, difference between vr and real body be disconcerting, if only head tracking, body should be subject to basic kinematic constraints, self appearance affects social behavior

26
Q

2 malfunctions inducing sickenss

A

latency for visual rendering, improper ipd

27
Q

2 badly designed experiences leading to sickness

A

vection (illusion of self motion), optical flow indicates acceleration but no vestbular or propioceptive, apparent during locomotion

28
Q

vr sickness symptopms

A

nausea, dizzy, fatigue, drowsiness, sweats, pallor, headache, eye strain blurred viison warmth salviation

29
Q

sickness variation among users

A

80% mild symptoms experiences, females and children under 12 and chinese more likely,

30
Q

measure vr sickness with waht

A

ssq questionnaire, and physiolgoical = ecg,egg, eog, ppg, heart rate, galvanic skin response, skin apllor, head motion

31
Q

reduce vr sickness with 3 techniques

A

minimize vection, reduce locomotion, use locomotion techniques generate vestibular and propioceptive feedback - walking in place