Usability and Task Load of Applications in Augmented and Virtual Reality

2021 ◽  
pp. 708-718
Author(s):  
Helena Lovasz-Bukvova ◽  
Marvin Hölzl ◽  
Gerhard Kormann-Hainzl ◽  
Thomas Moser ◽  
Tanja Zigart ◽  
...  
Keyword(s):  
Indoor Air ◽  
2021 ◽  
Author(s):  
Seungkeun Yeom ◽  
Hakpyeong Kim ◽  
Taehoon Hong ◽  
Changyoon Ji ◽  
Dong‐Eun Lee

2021 ◽  
Vol 11 ◽  
Author(s):  
Marco Iosa ◽  
Merve Aydin ◽  
Carolina Candelise ◽  
Natascia Coda ◽  
Giovanni Morone ◽  
...  

The vision of an art masterpiece is associated with brain arousal by neural processes occurring quite spontaneously in the viewer. This aesthetic experience may even elicit a response in the motor areas of the observers. In the neurorehabilitation of patients with stroke, art observation has been used for reducing psychological disorders, and creative art therapy for enhancing physical functions and cognitive abilities. Here, we developed a virtual reality task which allows patients, by moving their hand on a virtual canvas, to have the illusion of painting some art masterpieces, such as The Creation of Adam of Michelangelo or The birth of Venus of Botticelli. Twenty healthy subjects (experiment 1) and four patients with stroke (experiment 2) performed this task and a control one in which they simply colored the virtual canvas. Results from User Satisfaction Evaluation Questionnaire and the NASA Task Load Index highlighted an appropriate level of usability. Moreover, despite the motor task was the same for art and control stimuli, the art condition was performed by healthy subjects with shorter trajectories (p = 0.001) and with a lower perception of physical demand (p = 0.049). In experiment 2, only the patients treated with artistic stimuli showed a reduction in the erroneous movements performed orthogonally to the canvas (p < 0.05). This finding reminds the so-called Mozart effect that improves the performance of subjects when they listen to classic music. Thus, we called this improvement in the performance when interacting with an artistic stimulus as Michelangelo effect.


2020 ◽  
Author(s):  
David J. Harris ◽  
Gavin Buckingham ◽  
Mark R. Wilson ◽  
Jack Brookes ◽  
Faisal Mushtaq ◽  
...  

Abstract In light of recent advances in technology, there has been growing interest in virtual reality (VR) simulations for training purposes in a range of high-performance environments, from sport to nuclear decommissioning. For a VR simulation to elicit effective transfer of training to the real-world, it must provide a sufficient level of validity, that is, it must be representative of the real-world skill. In order to develop the most effective simulations, assessments of validity should be carried out prior to implementing simulations in training. The aim of this work was to test elements of the physical fidelity, psychological fidelity and construct validity of a VR golf putting simulation. Self-report measures of task load and presence in the simulation were taken following real and simulated golf putting to assess psychological and physical fidelity. The performance of novice and expert golfers in the simulation was also compared as an initial test of construct validity. Participants reported a high degree of presence in the simulation, and there was little difference between real and virtual putting in terms of task demands. Experts performed significantly better in the simulation than novices (p = .001, d = 1.23), and there was a significant relationship between performance on the real and virtual tasks (r = .46, p = .004). The results indicated that the simulation exhibited an acceptable degree of construct validity and psychological fidelity. However, some differences between the real and virtual tasks emerged, suggesting further validation work is required.


Author(s):  
Mark Greenhalgh ◽  
Eline Blaauw ◽  
Nikitha Deepak ◽  
C. O. L Matthew St. Laurent ◽  
Rosemarie Cooper ◽  
...  

Author(s):  
Samuel J. Levulis ◽  
Patricia R. DeLucia ◽  
So Young Kim

Objective: We evaluated three interface input methods for a simulated manned-unmanned teaming (MUM-T) supervisory control system designed for Air Mission Commanders (AMCs) in Black Hawk helicopters. Background: A key component of the U.S. Army’s vision for unmanned aerial vehicles (UAVs) is to integrate UAVs into manned missions, called MUM-T (Department of Defense, 2010). One application of MUM-T is to provide the AMC of a team of Black Hawk helicopters control of multiple UAVs, offering advanced reconnaissance and real-time intelligence of flight routes and landing zones. Method: Participants supervised a (simulated) team of two helicopters and three UAVs while traveling toward a landing zone to deploy ground troops. Participants classified aerial photographs collected by UAVs, monitored instrument warnings, and responded to radio communications. We manipulated interface input modality (touch, voice, multimodal) and task load (number of photographs). Results: Compared with voice, touch and multimodal control resulted in better performance on all tasks and resulted in lower subjective workload and greater subjective situation awareness, ps < .05. Participants with higher spatial ability classified more aerial photographs ( r = .75) and exhibited shorter response times to instrument warnings ( r = −.58) than participants with lower spatial ability. Conclusion: Touchscreen and multimodal control were superior to voice control in a supervisory control task that involved monitoring visual displays and communicating on radio channels. Application: Although voice control is often considered a more natural and less physically demanding input method, caution is needed when designing visual displays for users sharing common communication channels.


Author(s):  
Keryl A. Cosenzo

The research objective was to evaluate cerebral blood flow velocity's (BFV) sensitivity to performance changes in a multitasking setting and to examine resulting constraints on multitasking. The research used a Transcranial Doppler Sonography (TCD) unit and multitask environment simulation. The tasks represented the diverse nature of the future military environment and included visual tracking, auditory monitoring, and more complex cognitive tasks requiring mental manipulations and memory. Participants completed four tasks simultaneously but with varying priority. BFV and multitask performance were measured. Results showed that BFV changed during training and paralleled a performance change. BFV was not sensitive to changes in task load during multitasking. We did show behavioral consequences to multitasking, specifically when transitioning between tasks. The data suggest that BFV may not be the most direct neurophysiological method for measuring complex cognitive performance; however, the use of this type of portable and relatively low-cost methodology should be pursued further.


2009 ◽  
Vol 18 (2) ◽  
pp. 127-130 ◽  
Author(s):  
E Zala-Mezo ◽  
J Wacker ◽  
B Kunzle ◽  
M Bruesch ◽  
G Grote

2019 ◽  
Vol 131 (1) ◽  
pp. 192-200 ◽  
Author(s):  
Robin Sawaya ◽  
Ghusn Alsideiri ◽  
Abdulgadir Bugdadi ◽  
Alexander Winkler-Schwartz ◽  
Hamed Azarnoush ◽  
...  

OBJECTIVEPrevious work from the authors has shown that hand ergonomics plays an important role in surgical psychomotor performance during virtual reality brain tumor resections. In the current study they propose a hypothetical model that integrates the human and task factors at play during simulated brain tumor resections to better understand the hand ergonomics needed for optimal safety and efficiency. They hypothesize that 1) experts (neurosurgeons), compared to novices (residents and medical students), spend a greater proportion of their time in direct contact with critical tumor areas; 2) hand ergonomic conditions (most favorable to unfavorable) prompt participants to adapt in order to optimize tumor resection; and 3) hand ergonomic adaptation is acquired with increasing expertise.METHODSIn an earlier study, experts (neurosurgeons) and novices (residents and medical students) were instructed to resect simulated brain tumors on the NeuroVR (formerly NeuroTouch) virtual reality neurosurgical simulation platform. For the present study, the simulated tumors were divided into four quadrants (Q1 to Q4) to assess hand ergonomics at various levels of difficulty. The spatial distribution of time expended, force applied, and tumor volume removed was analyzed for each participant group (total of 22 participants).RESULTSNeurosurgeons spent a significantly greater percentage of their time in direct contact with critical tumor areas. Under the favorable hand ergonomic conditions of Q1 and Q3, neurosurgeons and senior residents spent significantly more time in Q1 than in Q3. Although forces applied in these quadrants were similar, neurosurgeons, having spent more time in Q1, removed significantly more tumor in Q1 than in Q3. In a comparison of the most favorable (Q2) to unfavorable (Q4) hand ergonomic conditions, neurosurgeons adapted the forces applied in each quadrant to resect similar tumor volumes. Differences between Q2 and Q4 were emphasized in measures of force applied per second, tumor volume removed per second, and tumor volume removed per unit of force applied. In contrast, the hand ergonomics of medical students did not vary across quadrants, indicating the existence of an “adaptive capacity” in neurosurgeons.CONCLUSIONSThe study results confirm the experts’ (neurosurgeons) greater capacity to adapt their hand ergonomics during simulated neurosurgical tasks. The proposed hypothetical model integrates the study findings with various human and task factors that highlight the importance of learning in the acquisition of hand ergonomic adaptation.


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