Virtual and Augmented Reality ECC4351
Virtual and Augmented Reality ECC4351
REALITY
ECC4351
Module 4: HUMAN FACTORS
1. Aesthetics
2. Comfort
3. Contextual Awareness
4. Customization
5. Ease of Use
METHODOLOGY AND TERMINOLOGY
• Definition: VR human factors studies consist of a series of experiments,
performed under very rigorous conditions, aimed at determining users' response
to VR technology, VR technology usability, VR user safety, and the related societal
impact of VR.
• Definition: A trial represents a single instance of the experiment to be performed
as part of a human factors study. A sequence of repeated trials constitutes a
session. Sessions (and sometimes trials) are separated by rest periods for the
participant in the study.
• Definition: A control study divides the subjects into experimental and control
groups. The subjects in the experimental group perform the experiments as
specified in the protocol, while the subjects in the control group do not. They are
used as a basis of comparison.
The main stages of a VR human factors study
• First, the amount and diversity of data that can be sampled during trials using a VR
system are much larger than those obtained by manual recordings.
• Second, VR systems allow researchers to have a comprehensive view of all subject's
actions while immersed in the simulation and to do so from varying viewpoints.
• Third, the subjects' actions can be recorded online and played back during task
debriefing (as is regularly done in military training).
• Lastly, researchers need not be colocated with the subjects owing to the use of
LANs and WANs and distributed virtual environments.
• Performance measures need to be reliable, that is, they need to be
repeatable and have internal consistency. A performance measure is
repeatable if it returns the same value when measurements are done
over different trials and at different times.
• Repeatability by itself does not assure validity of data. Validity means
the data are truthful to the subject's actions, and is usually
determined by independent expert judgment.
• The last stage of the human factors study is to analyze the data stored
in the experimental database. This data analysis usually uses the
analysis of variation (ANOVA), which determines whether there are
statistically significant differences between data corresponding to
different trials or different conditions.
• Experimental findings are then used to fine tune the interface design,
the control algorithm, or the application features.
• Definition: Task completion time represents the time span between
the subject starting and ending a particular action (or sequence of
actions) constituting the task.
• Definition: Task error rate measures the type, magnitude, and
frequency of errors made by the subject when performing the
simulation task. What constitutes an error is task-dependent and is
established by the experimental protocol.
Usability Engineering Methodology
• A subclass of human factors research is formed by usability studies,
conducted to determine the ease (or difficulty) of use of a given
product.
• Usability studies differ from general-purpose VR human factors
studies, which are more theoretical and limited in scope to a
particular feedback modality, interaction technique, or system
characteristic.
• By contrast, usability engineering is product oriented, iterative in
nature, and part of the product development cycle.
Hix and Gabbard [2002] developed a
methodology of conducting VR
usability studies. Their methodology
consists of four stages: user task
analysis, expert guidelines-based
evaluation, formative usability
evaluation, and summative evaluation.
USER PERFORMANCE STUDIES
• Evaluating a subject's performance during interactions with virtual
worlds is a complex endeavor due to its dependence on many factors.
• These include
• the particular virtual world simulated (its complexity),
• the user's characteristics (age, prior computer or task knowledge),
• system characteristics (graphics mode, latency, I/O devices used),
• as well as the task characteristics and interaction techniques used.
VR HEALTH AND SAFETY ISSUES
• The factors such as interaction techniques, system characteristics,
system responsiveness, and multimodality play an important role in
the effect simulations have on the user's health and safety.
• This can be classified as either direct effects or indirect effects.
• Definition: Direct effects of VR simulations on the user involve energy
transfer at the tissue level and are potentially hazardous. Indirect
effects are neurological, psychological, sociological, or cybersickness
and affect the user at a higher functional level.
Direct Effects of VR Simulations on Users
• Direct effects of VR simulations affect mainly the user's visual system
(as interactions are visually dominated), but also the user's auditory,
skin, and musculoskeletal systems.
• Direct Effects on the Visual System
• Direct Effects on the Auditory System.
• Direct Effects on the Musculoskeletal System
Direct Effects on the Visual System
• These occur when a user is subjected to high-intensity light directed at his or her eyes.
• The combination of light intensity and duration of exposure exceeding tolerable limits will result in
retinal burns, and other injuries.
• One example of potential damage is the laser used in miniature wearable displays, which directly
illuminates the retina.
• Continuous viewing without hazard is only possible with Class 1 lasers of 400 nanowatts or less. By
comparison, the simple laser pointer belongs to Class 3a and if directed at the retina, will cause damage
• Another type of light source directed to the eye is the infrared LED used in eye tracking systems.
• It measures the gaze direction of the user's eye by imaging the reflected IR signal using a miniature
camera placed inside the HMD.
• High-output IR LEDs produce signals that can induce cataracts.
• This hazard is compounded by the fact that, unlike lasers, infrared light is invisible to the user. To avoid
injury to the eye, the IR signal needs to be kept extremely low, 7.6 x 10-5 watts according to the U.S.
Food and Drug Administration [2000].
Direct Effects on the Auditory System.
• These affect the user if the simulation noise level is too high.
• According to the U.S. Occupational Safety and Health Administration,
people should not hear sounds of 115 dB for more than 15
minutes/day.
• If the intensity is reduced to 105 dB, exposure duration increases up
to 1 hour/day.
Direct Effects on the Musculoskeletal System
• These effects relate to the use of haptic interfaces which can apply
high level of forces or push the user's limbs beyond anatomical range
limits.
• These hazards are present in force feedback gloves that pull fingers
backward or in motion platforms that move ankles beyond normal
rotation angles.
• These hazards may result in muscle pain, and other orthopedic
problems. Fractures from fall may also result due to tripping over
cables and tethers so prevalent in today's VR systems
Cybersickness
• The most troublesome effect of VR simulation on the user is the onset
of cybersickness.
• Definition: Cybersickness is a form of motion sickness that results
from interaction with or immersion in virtual environments. Its main
symptoms are eye strain, disorientation, postural instability, sweating,
pallor, drowsiness, nausea, and (in rare cases) vomiting.
A proposed model for cybersickness