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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...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Libertas Academica
2014
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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. |
format | Online Article Text |
id | pubmed-4122530 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2014 |
publisher | Libertas Academica |
record_format | MEDLINE/PubMed |
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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