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Design and Application of a Novel Virtual Reality Navigational Technology (VRNChair)

This paper presents a novel virtual reality navigation (VRN) input device, called the VRNChair, offering an intuitive and natural way to interact with virtual reality (VR) environments. Traditionally, VR navigation tests are performed using stationary input devices such as keyboards or joysticks. Ho...

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Detalles Bibliográficos
Autores principales: Byagowi, Ahmad, Mohaddes, Danyal, Moussavi, Zahra
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Libertas Academica 2014
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4122530/
https://www.ncbi.nlm.nih.gov/pubmed/25161366
http://dx.doi.org/10.4137/JEN.S13448
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author Byagowi, Ahmad
Mohaddes, Danyal
Moussavi, Zahra
author_facet Byagowi, Ahmad
Mohaddes, Danyal
Moussavi, Zahra
author_sort Byagowi, Ahmad
collection PubMed
description This paper presents a novel virtual reality navigation (VRN) input device, called the VRNChair, offering an intuitive and natural way to interact with virtual reality (VR) environments. Traditionally, VR navigation tests are performed using stationary input devices such as keyboards or joysticks. However, in case of immersive VR environment experiments, such as our recent VRN assessment, the user may feel kinetosis (motion sickness) as a result of the disagreement between vestibular response and the optical flow. In addition, experience in using a joystick or any of the existing computer input devices may cause a bias in the accuracy of participant performance in VR environment experiments. Therefore, we have designed a VR navigational environment that is operated using a wheelchair (VRNChair). The VRNChair translates the movement of a manual wheelchair to feed any VR environment. We evaluated the VRNChair by testing on 34 young individuals in two groups performing the same navigational task with either the VRNChair or a joystick; also one older individual (55 years) performed the same experiment with both a joystick and the VRNChair. The results indicate that the VRNChair does not change the accuracy of the performance; thus removing the plausible bias of having experience using a joystick. More importantly, it significantly reduces the effect of kinetosis. While we developed VRNChair for our spatial cognition study, its application can be in many other studies involving neuroscience, neurorehabilitation, physiotherapy, and/or simply the gaming industry.
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spelling pubmed-41225302014-08-26 Design and Application of a Novel Virtual Reality Navigational Technology (VRNChair) Byagowi, Ahmad Mohaddes, Danyal Moussavi, Zahra J Exp Neurosci Technical Advance This paper presents a novel virtual reality navigation (VRN) input device, called the VRNChair, offering an intuitive and natural way to interact with virtual reality (VR) environments. Traditionally, VR navigation tests are performed using stationary input devices such as keyboards or joysticks. However, in case of immersive VR environment experiments, such as our recent VRN assessment, the user may feel kinetosis (motion sickness) as a result of the disagreement between vestibular response and the optical flow. In addition, experience in using a joystick or any of the existing computer input devices may cause a bias in the accuracy of participant performance in VR environment experiments. Therefore, we have designed a VR navigational environment that is operated using a wheelchair (VRNChair). The VRNChair translates the movement of a manual wheelchair to feed any VR environment. We evaluated the VRNChair by testing on 34 young individuals in two groups performing the same navigational task with either the VRNChair or a joystick; also one older individual (55 years) performed the same experiment with both a joystick and the VRNChair. The results indicate that the VRNChair does not change the accuracy of the performance; thus removing the plausible bias of having experience using a joystick. More importantly, it significantly reduces the effect of kinetosis. While we developed VRNChair for our spatial cognition study, its application can be in many other studies involving neuroscience, neurorehabilitation, physiotherapy, and/or simply the gaming industry. Libertas Academica 2014-03-02 /pmc/articles/PMC4122530/ /pubmed/25161366 http://dx.doi.org/10.4137/JEN.S13448 Text en © 2014 the author(s), publisher and licensee Libertas Academica Ltd. This is an open access article published under the Creative Commons CC-BY-NC 3.0 License.
spellingShingle Technical Advance
Byagowi, Ahmad
Mohaddes, Danyal
Moussavi, Zahra
Design and Application of a Novel Virtual Reality Navigational Technology (VRNChair)
title Design and Application of a Novel Virtual Reality Navigational Technology (VRNChair)
title_full Design and Application of a Novel Virtual Reality Navigational Technology (VRNChair)
title_fullStr Design and Application of a Novel Virtual Reality Navigational Technology (VRNChair)
title_full_unstemmed Design and Application of a Novel Virtual Reality Navigational Technology (VRNChair)
title_short Design and Application of a Novel Virtual Reality Navigational Technology (VRNChair)
title_sort design and application of a novel virtual reality navigational technology (vrnchair)
topic Technical Advance
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4122530/
https://www.ncbi.nlm.nih.gov/pubmed/25161366
http://dx.doi.org/10.4137/JEN.S13448
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