Behavioral dynamics of steering, obstable avoidance, and route selection

Brett R. Fajen, William H. Warren
2003 Journal of Experimental Psychology: Human Perception and Performance  
We present our study of navigational decision-making in immersive virtual reality and the results we found. Most users are not accustomed to the experience of virtual reality, and we found in our experiment that a significant number of participants reported feeling motion sickness to the point that they could not continue and had to quit around 48 trials. After adjusting the height of the simulation camera, reducing the scale of the scene in relation to the size of the user, and giving the user
more » ... and giving the user slightly more control over rotation speed, we then found that users reported feeling far less sick than before and were able to finish 96 trials. Furthermore, among the users that finished, we observed that many reported strong feelings of boredom that were affecting their pathing decisions. ABSTRACT We present and evaluate CAVEBAT (Configurable Accoustic Environment for Biosonar Analysis and Testing), a novel tool for visualizing biosonar in 3D. Through the process of echolocation, Bats emit complex sound pulses to locate prey and learn about the environment around them, allowing them to navigate through dark environments. While a variety of mathematical models describe this process, it is still poorly understood and difficult to explain. Our tool enables researchers to better visualize and communicate the properties of bat biosonar. We ran user studies evaluating the effectiveness of CAVEBAT as an educational and comunication tool for both experts in the field and potential users with less experience. Both studies confirmed its usefulness, and taught us what makes 3D visualizations of sound effective. ABSTRACT We present a new simulation and visualization of biosonar beams. Biosonar researchers are confronted with the challenge of studying biosonar beams, which are complex, invisible, volumetric structures. Expert feedback, combined with a nonexpert user study, suggests that our 3D point cloud representation is an effective way to convey the important properties of these complex volumes. ABSTRACT We evaluated the influence of two fidelity attributes of CAVE VR environments on the performance of users in complex isosurface exploration tasks. Previous studies have indicated that a higher field of regard (FOR) and the use of stereoscopic displays significantly improves user performance in specific use cases. In our work we repeat one of these experiments in order to generalize the findings over multiple CAVE setups. The results of our user study confirm the positive effect of higher fidelity setups on user performance in general, but differ in various aspects from the baseline data. ABSTRACT Architectural historians and archaeologists when presented with visualizations are concerned with the presentation of images that suggest certainty in the presence of unknown or questionable data. Data in these fields draw from qualitative sources such as artistic depictions and literature, as opposed to vector fields or MRI data that have been the focus of much of uncertainty visualization research. We present a study of a set of modelling techniques to visualize qualitative uncertainty while informing excavation planning. ABSTRACT We conducted a User Study to evaluate the effectiveness of using a CAVE TM for experimentation in the field of human navigation. We re-implemented a psychophysics experiment done by Professor William Warren of Brown University using a Head-Mounted Display (HMD) and compared quantitative and qualitative results. The conclusion our group came to is that a CAVE TM does not allow for the level of immersion a HMD provides for navigational tasks, and therefore is an inferior, and potentially inadequate, tool for evaluating human navigational responses.
doi:10.1037/0096-1523.29.2.343 pmid:12760620 fatcat:lddsofpppba77ajkosydhy7kq4