Current Search: Virtual Reality (x)
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- Title
- FIELD OF VIEW EFFECTS ON REFLEXIVE MOTOR RESPONSEIN FLIGHT SIMULATION.
- Creator
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Covelli, Javier, Rolland, Jannick, University of Central Florida
- Abstract / Description
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Virtual Reality (VR) and Augmented Reality (AR) Head Mounted Display (HMD) or Head Worn Display (HWD) technology represents low-cost, wide Field of Regard (FOR), deployable systems when compared to traditional simulation facilities. However, given current technological limitations, HWD flight simulator implementations provide a limited effective Field of View (eFOV) far narrower than the normal human 200º horizontal and 135º vertical FOV. Developing a HWD with such a wide FOV is...
Show moreVirtual Reality (VR) and Augmented Reality (AR) Head Mounted Display (HMD) or Head Worn Display (HWD) technology represents low-cost, wide Field of Regard (FOR), deployable systems when compared to traditional simulation facilities. However, given current technological limitations, HWD flight simulator implementations provide a limited effective Field of View (eFOV) far narrower than the normal human 200º horizontal and 135º vertical FOV. Developing a HWD with such a wide FOV is expensive but can increase the aviator's visual stimulus, perception, sense of presence and overall training effectiveness. This research and experimentation test this proposition by manipulating the eFOV of experienced pilots in a flight simulator while measuring their reflexive motor response and task performance. Reflexive motor responses are categorized as information, importance and effort behaviors. Performance metrics taken include runway alignment error (RAE) and vertical track error (VTE). Results indicated a significant and systematic change in visual scan pattern, head movement and flight control performance as the eFOV was sequentially decreased. As FOV decreased, the average visual scan pattern changed to focus less on out-the-window (OTW) and more on the instruments inside the cockpit. The head range of movement significantly increased below 80º horizontal x 54º vertical eFOV as well as significantly decreasing runway alignment and vertical track performance, which occurred below 120° horizontal x 81° vertical eFOV.
Show less - Date Issued
- 2008
- Identifier
- CFE0002002, ucf:47617
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002002
- Title
- IDENTIFICATION OF SYSTEM DESIGN FEATURES THAT AFFECT SICKNESS IN VIRTUAL ENVIRONMENTS.
- Creator
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Drexler, Julie, Malone, Linda, University of Central Florida
- Abstract / Description
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The terms "simulator" and "VR" are typically used to refer to specific types of virtual environments (VEs) which differ in the technology used to display the simulated environment. While simulators and VR devices may offer advantages such as low cost training, numerous studies on the effects to humans of exposure to different VEs indicate that motion sickness-like symptoms are often produced during or after exposure to the simulated environment. These deleterious side effects have the...
Show moreThe terms "simulator" and "VR" are typically used to refer to specific types of virtual environments (VEs) which differ in the technology used to display the simulated environment. While simulators and VR devices may offer advantages such as low cost training, numerous studies on the effects to humans of exposure to different VEs indicate that motion sickness-like symptoms are often produced during or after exposure to the simulated environment. These deleterious side effects have the potential to limit the utilization of VE systems if they jeopardize the health and/or safety of the user and create liability issues for the manufacturer. The most widely used method for assessing the adverse symptoms of VE exposure is the Simulator Sickness Questionnaire (SSQ). The method of scoring the symptoms reported by VE users permits the different sickness symptoms to be clustered into three general types of effects or subscales and the distribution or pattern of the three SSQ subscales provides a profile for a given VE device. In the current research, several different statistical analyses were conducted on the SSQ data obtained from 21 different simulator studies and 16 different VR studies in order to identify an underlying symptom structure (i.e., SSQ profile) or severity difference for various types of VE systems. The results of the research showed statistically significant differences in the SSQ profiles and the overall severity of sickness between simulator and VR systems, which provide evidence that simulator sickness and VR sickness represent distinct forms of motion sickness. Analyses on three types of simulators (i.e., Fixed- and Rotary-Wing flight simulators and Driving simulators) also found significant differences in the sickness profiles as well as the overall severity of sickness within different types of simulator systems. Analyses on three types of VR systems (i.e., HMD, BOOM, and CAVE) revealed that BOOM and CAVE systems have similar sickness profiles, which are different than the HMD system profile. Moreover, the results showed that the overall severity of sickness was greater in HMD systems than in BOOM and CAVE systems. Recommendations for future research included additional psychophysical studies to evaluate the relationship between various engineering characteristics of VE systems and the specific types of sickness symptoms that are produced from exposure to them.
Show less - Date Issued
- 2006
- Identifier
- CFE0000989, ucf:46700
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000989
- Title
- The Effects of Presence and Cognitive Load on Episodic Memory in Virtual Environments.
- Creator
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Barclay, Paul, Sims, Valerie, Bowers, Clint, Jentsch, Florian, Fiore, Stephen, University of Central Florida
- Abstract / Description
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Episodic memory refers to an individual's memory for events that they have experienced in the past along with the associated contextual details. In order to more closely reflect the way that episodic memory functions in the real world, researchers and clinicians test episodic memory using virtual environments. However, these virtual environments introduce new interfaces and task demands that are not present in traditional methodologies. This dissertation investigates these environments...
Show moreEpisodic memory refers to an individual's memory for events that they have experienced in the past along with the associated contextual details. In order to more closely reflect the way that episodic memory functions in the real world, researchers and clinicians test episodic memory using virtual environments. However, these virtual environments introduce new interfaces and task demands that are not present in traditional methodologies. This dissertation investigates these environments through the lenses of Presence and Cognitive Load theories in order to unravel the ways that basic technological and task differences may affect memory performance. Participants completed a virtual task under High and Low Immersion conditions intended to manipulate Presence and Single-Task, Ecological Dual-Task and Non-Ecological Dual-Task conditions intended to manipulate cognitive load. Afterward they completed a battery of memory tasks assessing spatial, object, and feature binding aspects of episodic memory. Analysis through 2x3 ANOVA showed that performance for spatial memory is greatly improved by manipulation of Presence, where performance for object memory is improved by germane cognitive load. Exploratory analyses also revealed significant gender differences in spatial memory performance, indicating that improving Presence may offset the higher levels in male performance traditionally seen on spatial tasks. These results have practical implications for clinical memory assessment, as well as training paradigms and may serve to highlight the differences in the ways that memory is studied in the laboratory versus the way that it is employed in day-to-day life. Future studies based on this research should focus on linking these differences in memory performance to visuospatial and verbal strategies of memorization and determining whether the effects observed in this study replicate using other manipulations of presence and cognitive load.
Show less - Date Issued
- 2019
- Identifier
- CFE0007601, ucf:52521
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007601
- Title
- Evaluating the utility of a virtual environment for childhood social anxiety disorder.
- Creator
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Wong, Nina, Beidel, Deborah, Rapport, Mark, Sims, Valerie, University of Central Florida
- Abstract / Description
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Objective: Two significant challenges for the dissemination of social skills training programs are (a) the need to provide sufficient practice opportunities to assure skill consolidation and (b) the need to assure skill generalization (i.e., use of the skills outside the clinic setting). In the case of social anxiety disorder, virtual environments may provide one strategy to address these issues. This investigation describes the development of an interactive skills-oriented virtual school...
Show moreObjective: Two significant challenges for the dissemination of social skills training programs are (a) the need to provide sufficient practice opportunities to assure skill consolidation and (b) the need to assure skill generalization (i.e., use of the skills outside the clinic setting). In the case of social anxiety disorder, virtual environments may provide one strategy to address these issues. This investigation describes the development of an interactive skills-oriented virtual school environment and evaluated its utility for the treatment of social anxiety disorder in preadolescent children (Study 1). This environment included both in-clinic and at-home solutions. In addition, a pilot replication/extension study further examined preliminary treatment efficacy between children who received a standard multi-component treatment and children who received the modified treatment with social skills practice in a virtual environment (Study 2). Method: Eleven children with a primary diagnosis of social anxiety disorder between 7 to 12 years old participated in the initial feasibility trial (Study 1). Five additional children participated in the replication/extension study (Study 2). To investigate preliminary treatment efficacy, clinical outcome measures for the Study 2 sample were compared to a comparison sample who received the standard treatment. Results: Overall, the virtual environment program was viewed as acceptable, feasible, and credible treatment components to children, parents, and clinicians alike but modifications would likely improve the current version. Additionally, although preliminary, children who received the modified treatment with virtual environment practice demonstrated significant improvement at post-treatment on clinician ratings but not parent or self-reported measures. Conclusion: Virtual environments are feasible, acceptable, and credible treatment components for clinical use. Future investigations will determine if the addition of this dose-controlled and intensive social skills practice results in treatment outcome equivalent to traditional cognitive-behavioral programs.
Show less - Date Issued
- 2013
- Identifier
- CFE0004962, ucf:49583
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0004962
- Title
- DIMENSIONS OF IDENTITY.
- Creator
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Kramer, Alice, Haxton, John David, University of Central Florida
- Abstract / Description
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Imagination and fantasy environments created by writers and artists have always drawn people into their worlds. Advances in technology have blurred the lines between reality and imagination. My interest has always been to question the validity of these worlds and their cultures and to transcend the evolving virtual dimension by fusing it with what we perceive to be reality.
- Date Issued
- 2009
- Identifier
- CFE0002632, ucf:48213
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002632
- Title
- IMPROVED PHYSIOLOGY AND PSYCHOSOCIAL WELL-BEING FOR CHILDREN WITH PHYSICAL DISABILITIES THROUGH VIRTUAL REALITY IMMERSION.
- Creator
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Fralish, Bethany D, Nickels, Megan, University of Central Florida
- Abstract / Description
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The purpose of this case study was to examine the physiological and psychosocial effects of an immersive virtual reality (VR) system in a female, young adult with right side paralysis following a left hemisphere brain bleed in order to determine the usefulness of immersive VR for children with physical disabilities, in particular, cerebral palsy (CP). The current study consisted of six sessions over a span of three weeks, with each session lasting approximately 45 minutes. Physiological...
Show moreThe purpose of this case study was to examine the physiological and psychosocial effects of an immersive virtual reality (VR) system in a female, young adult with right side paralysis following a left hemisphere brain bleed in order to determine the usefulness of immersive VR for children with physical disabilities, in particular, cerebral palsy (CP). The current study consisted of six sessions over a span of three weeks, with each session lasting approximately 45 minutes. Physiological factors (upper body mobility, heart rate variability) were assessed via a hand use questionnaire and a heart rate monitor, while psychosocial factors (e.g. positive mood) were assessed through post-session debriefing discussions with the participant. All measures were completed at each of the six VR sessions, with the exception of the hand use questionnaire, which was administered at baseline, and post-intervention. The VR programs selected were specifically chosen to engage upper body and arm movements. Descriptive analyses and coding of interviews were conducted to examine changes throughout the study sessions. The participant reported an increase in hand mobility and psychosocial well-being, such as improvement in mood, as a result of her participation in the VR sessions. The results of the current study suggest that the use of movement-specific VR programs may be beneficial to children with physical disabilities and CP, although due to the single-subject design of the study, further research is warranted.
Show less - Date Issued
- 2017
- Identifier
- CFH2000255, ucf:46028
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFH2000255
- Title
- DIRECT MANIPULATION OF VIRTUAL OBJECTS.
- Creator
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Nguyen, Long, Malone, Linda, University of Central Florida
- Abstract / Description
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Interacting with a Virtual Environment (VE) generally requires the user to correctly perceive the relative position and orientation of virtual objects. For applications requiring interaction in personal space, the user may also need to accurately judge the position of the virtual object relative to that of a real object, for example, a virtual button and the user's real hand. This is difficult since VEs generally only provide a subset of the cues experienced in the real world....
Show moreInteracting with a Virtual Environment (VE) generally requires the user to correctly perceive the relative position and orientation of virtual objects. For applications requiring interaction in personal space, the user may also need to accurately judge the position of the virtual object relative to that of a real object, for example, a virtual button and the user's real hand. This is difficult since VEs generally only provide a subset of the cues experienced in the real world. Complicating matters further, VEs presented by currently available visual displays may be inaccurate or distorted due to technological limitations. Fundamental physiological and psychological aspects of vision as they pertain to the task of object manipulation were thoroughly reviewed. Other sensory modalities proprioception, haptics, and audition and their cross-interactions with each other and with vision are briefly discussed. Visual display technologies, the primary component of any VE, were canvassed and compared. Current applications and research were gathered and categorized by different VE types and object interaction techniques. While object interaction research abounds in the literature, pockets of research gaps remain. Direct, dexterous, manual interaction with virtual objects in Mixed Reality (MR), where the real, seen hand accurately and effectively interacts with virtual objects, has not yet been fully quantified. An experimental test bed was designed to provide the highest accuracy attainable for salient visual cues in personal space. Optical alignment and user calibration were carefully performed. The test bed accommodated the full continuum of VE types and sensory modalities for comprehensive comparison studies. Experimental designs included two sets, each measuring depth perception and object interaction. The first set addressed the extreme end points of the Reality-Virtuality (R-V) continuum Immersive Virtual Environment (IVE) and Reality Environment (RE). This validated, linked, and extended several previous research findings, using one common test bed and participant pool. The results provided a proven method and solid reference points for further research. The second set of experiments leveraged the first to explore the full R-V spectrum and included additional, relevant sensory modalities. It consisted of two full-factorial experiments providing for rich data and key insights into the effect of each type of environment and each modality on accuracy and timeliness of virtual object interaction. The empirical results clearly showed that mean depth perception error in personal space was less than four millimeters whether the stimuli presented were real, virtual, or mixed. Likewise, mean error for the simple task of pushing a button was less than four millimeters whether the button was real or virtual. Mean task completion time was less than one second. Key to the high accuracy and quick task performance time observed was the correct presentation of the visual cues, including occlusion, stereoscopy, accommodation, and convergence. With performance results already near optimal level with accurate visual cues presented, adding proprioception, audio, and haptic cues did not significantly improve performance. Recommendations for future research include enhancement of the visual display and further experiments with more complex tasks and additional control variables.
Show less - Date Issued
- 2009
- Identifier
- CFE0002822, ucf:48060
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002822
- Title
- Comparative Analysis of The Effects Of Virtual Reality Active Video Game And Controller-Free Active Video Game Play On Physiological Response, Perceived Exertion, And Hedonic Experience.
- Creator
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Wooden, Shanon, McCauley, Pamela, Rabelo, Luis, Karwowski, Waldemar, Fukuda, David, University of Central Florida
- Abstract / Description
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Over 60% of US adults are overweight or obese. Sedentary lifestyles are considered major contributors to the high rates and increasing prevalence of obesity. Physical activity is a critical component in shifting from sedentary lifestyles. Studies indicate that less than half of U.S. adults meet the CDC/ACSM physical activity recommendations. Interactive video games can increase PA, but no study has yet assessed physiologic effort, hedonics, and perceived exertion for playing immersive virtual...
Show moreOver 60% of US adults are overweight or obese. Sedentary lifestyles are considered major contributors to the high rates and increasing prevalence of obesity. Physical activity is a critical component in shifting from sedentary lifestyles. Studies indicate that less than half of U.S. adults meet the CDC/ACSM physical activity recommendations. Interactive video games can increase PA, but no study has yet assessed physiologic effort, hedonics, and perceived exertion for playing immersive virtual reality (VR) and controller-free screen-based active video games (AVGs), compared to treadmill walking and resting. We ran 25 subjects (9 female, 16 male) in 10-minute sessions of five conditions. Head Mounted Display VR: Oculus (Fruit Ninja and Boxing), Screen-based AVG: Kinect (Fruit Ninja and Boxing), and Treadmill walking at 3 mph. One, six-condition (Rest, Treadmill 3.0, Kinect Boxing, Kinect Fruit Ninja, Oculus Boxing, Oculus Fruit Ninja) repeated-measures ANOVA was used to examine differences in HRmean. Three, five-condition (Treadmill 3.0, Kinect Boxing, Kinect Fruit Ninja, Oculus Boxing, Oculus Fruit Ninja) repeated-measures ANOVA were used to examine differences in HRpeak, ratings of perceived exertion (RPE) and Hedonics (Liking). Post hoc analyses using pairwise comparisons were used to further assess significant main effects of the condition. A Pearson's product-moment correlation was run to assess the relationship between activity condition HRmean and RPE VR Boxing elicited the greatest physiological effort, producing vigorous-intensity PA. There was no significant difference in average heart rate for the Treadmill, Kinect Fruit Ninja, Kinect Boxing, and VR Fruit Ninja. Thus, the Kinect and VR sport and casual games are comparable to treadmill walking PA levels and qualify as moderate-intensity activity. The VR Fruit Ninja, VR Boxing, Kinect Fruit Ninja were the most enjoyed activities. Despite having the highest Heart rate and the highest self-reported Rating of Perceived Exertion (RPE), VR Boxing was significantly more enjoyable than Treadmill Walking. There was no statistically significant correlation between Activity Condition HRmean and RPE.Both casual and sports VR and AVG activities are enjoyable activities for adults, stimulating moderate-to-vigorous activity through a traditionally sedentary medium. This research extends previous works in active video gaming effects on physiological cost, perceived exertion and hedonics and fills the gap relating virtual reality active video games. The significance of the research outcomes is that this analysis provides a scientifically validated approach to support the establishment of physical activity level goals and guidelines in the development of active video games as a response and/or remedy to address the sedentary lifestyles that are contributing to American and global obesity.
Show less - Date Issued
- 2018
- Identifier
- CFE0007383, ucf:52065
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007383
- Title
- Narrative Transportation and Virtual Reality: Exploring the Immersive Qualities of Social Justice in the Digital World.
- Creator
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Raffel, Sara, McDaniel, Rudy, Jones, Natasha, Salter, Anastasia, Rettberg, Jill, University of Central Florida
- Abstract / Description
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This dissertation explores the potential applications for virtual reality (VR) stories in support of social justice causes, examining whether digital games historically been successfully leveraged for social justice purposes, and determining which components of VR technology can most encourage narrative transportation of participants in VR stories.The first chapter examines theories of simulation, virtual reality, narrative, and interactivity, as well as concepts of immersion from various...
Show moreThis dissertation explores the potential applications for virtual reality (VR) stories in support of social justice causes, examining whether digital games historically been successfully leveraged for social justice purposes, and determining which components of VR technology can most encourage narrative transportation of participants in VR stories.The first chapter examines theories of simulation, virtual reality, narrative, and interactivity, as well as concepts of immersion from various disciplines and settles on narrative transportation, a theory from cognitive psychology, as the most useful in measuring the effect of VR stories on participants.The second chapter examines ethnographic practices, activist games, and modes of reclaiming digital spaces as a way to encourage digital social justice and ensure traditionally marginalized communities have meaningful access to technology(-)or, the tools to use it, create with it, and critique it.The third chapter presents the result of a play study conducted to measure participants' transportation in a recent VR narrative and finds VR interactive narratives to be more transportive and engaging than their two-dimensional counterparts.The fourth chapter interrogates some of the fears of VR technology, namely that it will be used to further current societal injustices and as a potentially powerful propaganda tool.The final chapter presents five recommendations for designers seeking to experiment in virtual reality narratives. The ultimate aim of this work is to encourage scholars, designers, and participants to make ethical decisions in the creation and use of virtual societies.
Show less - Date Issued
- 2018
- Identifier
- CFE0007080, ucf:52015
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007080
- Title
- Coaching in an Interactive Virtual Reality to Increase Fidelity of Implementation of Discrete Trial Teaching.
- Creator
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Vince Garland, Krista, Wienke, Wilfred, Pearl, Cynthia, Dieker, Lisa, Vasquez, Eleazar, Sundeen, Todd, University of Central Florida
- Abstract / Description
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In teacher preparation, more effective pathways and practices are needed for preparing, placing, and supporting beginning teachers and principals (Darling-Hammond, 2010; U.S. Department of Education, 2009b). A common issue in the field of special education is the lack of skill transfer from one setting to another (Dieker, Hynes, Hughes, (&) Smith, 2008). It has been posited that (")practicing up(") is not ethical in that novice teachers must attempt to teach with a limited knowledge of...
Show moreIn teacher preparation, more effective pathways and practices are needed for preparing, placing, and supporting beginning teachers and principals (Darling-Hammond, 2010; U.S. Department of Education, 2009b). A common issue in the field of special education is the lack of skill transfer from one setting to another (Dieker, Hynes, Hughes, (&) Smith, 2008). It has been posited that (")practicing up(") is not ethical in that novice teachers must attempt to teach with a limited knowledge of appropriate pedagogy and skill (Dieker et al., 2008). The new challenge becomes finding an effective mechanism that provides essential learning experiences and opportunities to refine teaching techniques to the highest standards of fidelity in a safely controlled and coordinated environment (Odom, 2009).Perhaps because of the ethical concerns in honing teacher skills on actual children, and despite the strong demand for professionals who are trained in discrete trial teaching (DTT), few studies have been published on training methodologies and fidelity of implementation (Fazzio, Martin, Arnal, (&) Yu, 2009). The training of teachers to implement evidence-based interventions such as DTT with fidelity while they are working with students with ASD cannot be over-emphasized in a teacher preparation program (Scheuermann, Webber, Boutot, (&) Goodwin, 2003; Simpson, 2004; 2005). The researcher utilized the TLE TeachLivE simulation classroom laboratory at the University of Central Florida as a mechanism to infuse cutting-edge technology and learning activities within program/project coursework. The TLE TeachLivE virtual classroom serves as a venue for pre-service and practicing teachers to safely gain proficiency and enhance fidelity of implementation of evidence-based practices. Participants experienced an immersive, real-time environment that featured interactions with Austin, an avatar that portrayed a student with autism. A trained interactor remotely controlled the behavior and responses of the avatar with which teachers engaged for practice sessions consisting of ten discrete trials. Between sessions, participants received individualized clinical coaching (ICC) on their performance. Upon termination of the intervention, two generalization probes were conducted to measure retention of fidelity over time within actual classroom settings. Results indicated that all five participants strongly benefited from learning DTT with ICC in the TLE TeachLivE learning platform.Across participants, the overall mean gain in fidelity from baseline phase (14%) to intervention phase (80%) was 66%. The fidelity means of participants in the generalization phase held to 90%, thus supporting the use of virtual environments for teacher preparation. Mean time among participants to attain higher than mastery level performance of 90% in intervention was 1.25 hours. This resulted in shorter training times than previously researched training programs (Arnal et al., 2007; Fazzio et al., 2009; Leblanc, (&) Luiselli, 2005; Thiessen et al., 2009). This investigation endeavored to reduce the potential of diminished pupil learning gains as a necessary consequence when honing skills in the appropriate delivery of instruction of discrete trial teaching.
Show less - Date Issued
- 2012
- Identifier
- CFE0004450, ucf:49327
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0004450
- Title
- Understanding the Capabilities and Limitations of Advanced Interactive M(&)S: A Cricothyroidotomy Simulation Case Study.
- Creator
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Campbell-Wynn, Lillian, Proctor, Michael, Kincaid, John, Crumpton-Young, Lesia, Liu, Alan, Burgess, Deborah, University of Central Florida
- Abstract / Description
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Simulation for surgical education and training is increasingly perceived as a valuable contribution to traditional teaching methods providing a structured learning experience. Surgical simulations allow surgeons to practice tactics, techniques and procedures numerous times without the cost, limitations and ethical problems of using cadaver-based models. The goal of this research is to advance the use of modeling and simulation in support of emergency medical training. This research explores...
Show moreSimulation for surgical education and training is increasingly perceived as a valuable contribution to traditional teaching methods providing a structured learning experience. Surgical simulations allow surgeons to practice tactics, techniques and procedures numerous times without the cost, limitations and ethical problems of using cadaver-based models. The goal of this research is to advance the use of modeling and simulation in support of emergency medical training. This research explores questions identified through a case study of two different modeling and simulation techniques (-) virtual reality and mannequins - in the support of combat emergency medical education and training. To reduce the scope to a manageable dissertation, the research focuses on CricSim as representative form of virtual reality simulation and HapMed as a form of mannequin simulation both with haptic-enabled capabilities. To further narrow the scope, the research focuses on training of a medical technique common to both simulation systems, which for this research was the cricothyroidotomy airway management technique. The U.S. Army expressed interest in training of combat medics in the cricothyroidotomy airway management technique and offered to support experimentation with both facilities and trained combat medics as the sample population. An experiment supporting this research took place at Fort Indiantown Gap, a National Guard Training Center located in Annville, Lebanon County, Pennsylvania and is the home of the Medical Battalion Training Site. An advanced airway management course is augmented with combat medics receiving training and evaluation on performing the cricothyroidotomy procedure using CricSim and HapMed with system experts provided by each respective developer. The NASA Task Load survey is used to collect participants' assessment of workload in terms of Mental Demand, Physical Demand, Temporal Demand, Level of Effort, Performance and Level of Frustration based on four primary tasks of the cricothyroidotomy. Additionally, the Technology Acceptance Model survey is used to provide insight into participant's assessment of usability. Professional trainers also provide their assessment of the virtual simulators suitability in support of the combat medics in performing their tasks based on their standards. The results of the participants' assessment of each virtual simulator take the form of a comparison study. To improve the advancement of medical simulation in the training of cricothyroidotomy procedure, a summary of findings, generalized conclusions, lessons learned and recommendations for future research are illuminated. The dissertation team is comprised of medical experts within the U.S. Air Force Education and Training Command, U.S. Army Research and Medical Command, and the Uniformed Services University of the Health Sciences as well as simulation subject matter experts from the University of Central Florida.
Show less - Date Issued
- 2013
- Identifier
- CFE0005142, ucf:50705
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005142
- Title
- Mental rotation: Can familiarity alleviate the effects of complex backgrounds?.
- Creator
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Selkowitz, Anthony, Sims, Valerie, Jentsch, Florian, Chin, Matthew, Cash, Mason, University of Central Florida
- Abstract / Description
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This dissertation investigated the effects of complex backgrounds on mental rotation. Stimulus familiarity and background familiarity were manipulated. It systematically explored how familiarizing participants to objects and complex backgrounds affects their performance on a mental rotation task involving complex backgrounds. This study had 113 participants recruited through the UCF Psychology SONA system. Participants were familiarized with a stimulus in a task where they were told to...
Show moreThis dissertation investigated the effects of complex backgrounds on mental rotation. Stimulus familiarity and background familiarity were manipulated. It systematically explored how familiarizing participants to objects and complex backgrounds affects their performance on a mental rotation task involving complex backgrounds. This study had 113 participants recruited through the UCF Psychology SONA system. Participants were familiarized with a stimulus in a task where they were told to distinguish the stimulus from 3 other stimuli. A similar procedure was used to familiarize the backgrounds. The research design was a 2 stimulus familiarity (Familiarized with the Target Stimulus, not familiarized with the Target Stimulus) by 2 background familiarity (Familiarized with Target Background, not familiarized with Target Background 1) by 2 stimulus response condition (Target Stimulus, Non-Target Stimulus) by 3 background response condition (Target Background, Non-Target Background, Blank Background) by 12 degree of rotation (0, 30, 60, 90, 120, 150, 180, 210, 240, 270, 300, 330) mixed design. The study utilized target stimulus and target background familiarity conditions as the between-subjects variables. Background, stimulus, and degree of rotation were within-subjects variables. The participants' performance was measured using reaction time and percent of errors. Reaction time was computed using only the correct responses. After the familiarization task, participants engaged in a mental rotation task featuring stimuli and backgrounds that were present or not present in the familiarization task. A 2 (stimulus familiarization condition) by 2 (background familiarization condition) by 2 (stimulus response condition) by 3 (background response condition) by 12 (degree of rotation) mixed ANOVA was computed utilizing reaction time and percent of errors. Results suggest that familiarity with the Target Background had the largest effect on improving performance across response conditions. The results also suggest that familiarity with both the Target Stimulus and Target Background promoted inefficient mental rotation strategies which resulted in no significant differences between participants familiarized with neither the Target Stimulus nor the Target Background. Theoretical conclusions are drawn about stimulus familiarity and background familiarity. Future studies should investigate the effects of long term familiarity practice on mental rotation and complex backgrounds.
Show less - Date Issued
- 2015
- Identifier
- CFE0005998, ucf:50789
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005998
- Title
- Optimizing Strategies for In Vivo Exposure in the Traditional Clinical Setting.
- Creator
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Owens, Maryann, Beidel, Deborah, Cassisi, Jeffrey, Bowers, Clint, Neer, Sandra, University of Central Florida
- Abstract / Description
-
This study examined the ability of a pre-recorded videoconferencing (VC) audience to elicit the physiological and subjective arousal associated with Social Anxiety Disorder (SAD) when giving a formal presentation. This study had three objectives: (a) to determine whether speaking to the VC audience elicited significant increases in physiological response (e.g., heart rate and electrodermal activity) and subjective distress over baseline resting conditions (b) to determine whether the VC task...
Show moreThis study examined the ability of a pre-recorded videoconferencing (VC) audience to elicit the physiological and subjective arousal associated with Social Anxiety Disorder (SAD) when giving a formal presentation. This study had three objectives: (a) to determine whether speaking to the VC audience elicited significant increases in physiological response (e.g., heart rate and electrodermal activity) and subjective distress over baseline resting conditions (b) to determine whether the VC task more closely replicates the physiological and subjective experience of giving a speech to a comparable real-life audience than levels elicited by a Virtual Reality (VR) environment and (c) to determine whether the VC task elicited higher levels of presence and fear of negative evaluation than the VR task, more closely replicating levels elicited by an in vivo speech. All participants gave an impromptu speech under three conditions: in vivo, VC, and VR audience while measures of physiological arousal, self-reported distress, and presence were obtained. Results demonstrated that the VC task elicited significantly greater increases in heart rate, electrodermal activity, and self-reported distress than the VR task and VC responses were not significantly different from in vivo. In addition, participants reported levels of immersion and fear of negative evaluation during the VC task that were significantly greater than during the VR task, and did not differ significantly from in vivo. Clinical implications of these findings including cost effectiveness and the role of VC in the treatment of SAD are discussed.
Show less - Date Issued
- 2016
- Identifier
- CFE0006367, ucf:51513
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0006367
- Title
- The Experience of Physical and Social Presence in a Virtual Learning Environment as Impacted by the Affordance of Movement Enabled by Motion Tracking.
- Creator
-
Hayes, Aleshia, Hughes, Charles, Dieker, Lisa, Marino, Matthew, Bailenson, Jeremy, University of Central Florida
- Abstract / Description
-
This research synthesizes existing research findings that social presence (sense of connection with others) and physical presence (sense of being there) increase learning outcomes in Virtual Learning Environments (VLEs) with findings that traditional motion tracking of participants wearing head mounted displays in virtual reality increases both physical and social presence. This information suggests that motion tracking in mixed reality VLEs has a positive impact on social presence and on...
Show moreThis research synthesizes existing research findings that social presence (sense of connection with others) and physical presence (sense of being there) increase learning outcomes in Virtual Learning Environments (VLEs) with findings that traditional motion tracking of participants wearing head mounted displays in virtual reality increases both physical and social presence. This information suggests that motion tracking in mixed reality VLEs has a positive impact on social presence and on physical presence. For this study, the affordance of free movement among virtual objects is enabled by Microsoft Kinect tracking of the user's position that is translated to movement of the virtual camera to simulate user movement and proximity to elements of the virtual environment.This study used a mixed method, multimodal approach including qualitative, subjective, objective, and physiological data to measure social and physical presence. The testbed for this research was TLE TeachLivE(TM), a mixed reality classroom populated with virtual students. The subjective measures are 1) modified Witmer and Singer Questionnaire and 2) Social Presence Instrument (Bailenson, 2002b). The objective measure is a literature based Social Presence Behavioral Coding sheet used to record frequency of occurrences of factors of social presence. Finally, the physiological measure is heart rate as recorded by the MIO Alpha. The primary contribution of this study was that the hypotheses that the affordance of movement in a mixed reality classroom has a positive impact on user perception and experience of a) physical presence and b) social presence in a VLE were supported. This hypothesis was supported in all three measures. The secondary contribution of this research is the literature based Social Presence Behavioral Coding. The final contribution of this research is a research framework that integrates subjective, objective, and physiological measures of social presence in one study. This approach can be applied to various user experience research studies of various VLEs. Finally, in addition to general alignment of the physiological, objective, and subjective measures, there were anecdotal instances of factors of social presence occurring simultaneously with increased heart rate.
Show less - Date Issued
- 2015
- Identifier
- CFE0006220, ucf:51061
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0006220
- Title
- Environmental Physical(-)Virtual Interaction to Improve Social Presence with a Virtual Human in Mixed Reality.
- Creator
-
Kim, Kangsoo, Welch, Gregory, Gonzalez, Avelino, Sukthankar, Gita, Bruder, Gerd, Fiore, Stephen, University of Central Florida
- Abstract / Description
-
Interactive Virtual Humans (VHs) are increasingly used to replace or assist real humans in various applications, e.g., military and medical training, education, or entertainment. In most VH research, the perceived social presence with a VH, which denotes the user's sense of being socially connected or co-located with the VH, is the decisive factor in evaluating the social influence of the VH(-)a phenomenon where human users' emotions, opinions, or behaviors are affected by the VH. The purpose...
Show moreInteractive Virtual Humans (VHs) are increasingly used to replace or assist real humans in various applications, e.g., military and medical training, education, or entertainment. In most VH research, the perceived social presence with a VH, which denotes the user's sense of being socially connected or co-located with the VH, is the decisive factor in evaluating the social influence of the VH(-)a phenomenon where human users' emotions, opinions, or behaviors are affected by the VH. The purpose of this dissertation is to develop new knowledge about how characteristics and behaviors of a VH in a Mixed Reality (MR) environment can affect the perception of and resulting behavior with the VH, and to find effective and efficient ways to improve the quality and performance of social interactions with VHs. Important issues and challenges in real(-)virtual human interactions in MR, e.g., lack of physical(-)virtual interaction, are identified and discussed through several user studies incorporating interactions with VH systems. In the studies, different features of VHs are prototyped and evaluated, such as a VH's ability to be aware of and influence the surrounding physical environment, while measuring objective behavioral data as well as collecting subjective responses from the participants. The results from the studies support the idea that the VH's awareness and influence of the physical environment can improve not only the perceived social presence with the VH, but also the trustworthiness of the VH within a social context. The findings will contribute towards designing more influential VHs that can benefit a wide range of simulation and training applications for which a high level of social realism is important, and that can be more easily incorporated into our daily lives as social companions, providing reliable relationships and convenience in assisting with daily tasks.
Show less - Date Issued
- 2018
- Identifier
- CFE0007340, ucf:52115
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007340
- Title
- High performance liquid crystal devices for augmented reality and virtual reality.
- Creator
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Talukder, Md Javed Rouf, Wu, Shintson, Moharam, Jim, Amezcua Correa, Rodrigo, Dong, Yajie, University of Central Florida
- Abstract / Description
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See-through augmented reality and virtual reality displays are emerging due to their widespread applications in education, engineering design, medical, retail, transportation, automotive, aerospace, gaming, and entertainment. For augmented reality and virtual reality displays, high-resolution density, high luminance, fast response time and high ambient contrast ratio are critically needed. High-resolution density helps eliminate the screen-door effect, high luminance and fast response time...
Show moreSee-through augmented reality and virtual reality displays are emerging due to their widespread applications in education, engineering design, medical, retail, transportation, automotive, aerospace, gaming, and entertainment. For augmented reality and virtual reality displays, high-resolution density, high luminance, fast response time and high ambient contrast ratio are critically needed. High-resolution density helps eliminate the screen-door effect, high luminance and fast response time enable low duty ratio operation, which plays a key role for suppressing image blurs. A dimmer placed in front of AR display helps to control the incident background light, which in turn improves the image contrast. In this dissertation, we have focused three crucial display metrics: high luminance, fast motion picture response time (MPRT) and high ambient contrast ratio.We report a fringe-field switching liquid crystal display, abbreviated as d-FFS LCD, by using a low viscosity material and new diamond-shape electrode configuration. Our proposed device shows high transmittance, fast motion picture response time, low operation voltage, wide viewing angle, and indistinguishable color shift and gamma shift. We also investigate the rubbing angle effects on transmittance and response time. When rubbing angle is 0 degree, the virtual wall effect is strong, resulting in fast response time but compromised transmittance. When rubbing angle is greater than 1.2 degree, the virtual walls disappear, as a result, the transmittance increases dramatically, but the tradeoff is in slower response time. We also demonstrate a photo-responsive guest-host liquid crystal (LC) dimmer to enhance the ambient contrast ratio in augmented reality displays. The LC composition consists of photo-stable chiral agent, photosensitive azobenzene, and dichroic dye in a nematic host with negative dielectric anisotropy. In this device, transmittance changes from bright state to dark state by exposing a low intensity UV or blue light. Reversal process can be carried out by red light or thermal effect. Such a polarizer-free photo-activated dimmer can also be used for wide range of applications, such as diffractive photonic devices, portable information system, vehicular head-up displays, and smart window for energy saving purpose. A dual-stimuli polarizer-free dye-doped liquid crystal (LC) device is demonstrated as a dimmer. Upon UV/blue light exposure, the LC directors and dye molecules turn from initially vertical alignment (high transmittance state) to twisted fingerprint structure (low transmittance state). The reversal process is accelerated by combining a longitudinal electric field to unwind the LC directors from twisted fingerprint to homeotropic state, and a red light to transform the cis azobenzene back to trans. Such an electric-field-assisted reversal time can be reduced from ~10s to a few milliseconds, depending on the applied voltage. Considering power consumption, low manufacturing cost, and large fabrication tolerance, this device can be used as a smart dimmer to enhance the ambient contrast ratio for augmented reality displays.
Show less - Date Issued
- 2019
- Identifier
- CFE0007731, ucf:52425
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007731
- Title
- Does Virtual Reality Elicit Physiological Arousal in Social Anxiety Disorder.
- Creator
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Owens, Maryann, Beidel, Deborah, Cassisi, Jeffrey, Bowers, Clint, Neer, Sandra, University of Central Florida
- Abstract / Description
-
The present study examined the ability of a Virtual Reality (VR) public speaking task to elicit physiological arousal in adults with SAD (n=25) and Controls (n=25). A behavioral assessment paradigm was employed to address three study objectives: (a) to determine whether the VR task can elicit significant increases in physiological response over baseline resting conditions (b) to determine if individuals with SAD have a greater increase from baseline levels of physiological and self-reported...
Show moreThe present study examined the ability of a Virtual Reality (VR) public speaking task to elicit physiological arousal in adults with SAD (n=25) and Controls (n=25). A behavioral assessment paradigm was employed to address three study objectives: (a) to determine whether the VR task can elicit significant increases in physiological response over baseline resting conditions (b) to determine if individuals with SAD have a greater increase from baseline levels of physiological and self-reported arousal during the in vivo speech task as opposed to the VR speech task and (c) to determine whether individuals with SAD experience greater changes in physiological and self-reported arousal during each speech task compared to controls. Results demonstrated that the VR task was able to elicit significant increases in heart rate, skin conductance, and respiratory sinus arrhythmia, but did not elicit as much physiological or self-reported arousal as the in vivo speech task. In addition, no differences were found between groups. Clinical implications of these findings are discussed.
Show less - Date Issued
- 2013
- Identifier
- CFE0004906, ucf:49624
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0004906
- Title
- Secondary World: The Limits of Ludonarrative.
- Creator
-
Dannelly, David, Adams, JoAnne, Price, Mark, Poindexter, Carla, Kovach, Keith, University of Central Florida
- Abstract / Description
-
Secondary World: The Limits of Ludonarrative is a series of short narrative animations that are a theoretical treatise on the limitations of western storytelling in video games. The series covers specific topics relating to film theory, game design and art theory: specifically those associated with Gilles Deleuze, Jean Baudrillard, Jay Bolter, Richard Grusin and Andy Clark. The use of imagery, editing and presentation is intended to physically represent an extension of myself and my thinking...
Show moreSecondary World: The Limits of Ludonarrative is a series of short narrative animations that are a theoretical treatise on the limitations of western storytelling in video games. The series covers specific topics relating to film theory, game design and art theory: specifically those associated with Gilles Deleuze, Jean Baudrillard, Jay Bolter, Richard Grusin and Andy Clark. The use of imagery, editing and presentation is intended to physically represent an extension of myself and my thinking process and which are united through the common thread of my personal feelings, thoughts and experiences in the digital age.
Show less - Date Issued
- 2014
- Identifier
- CFE0005155, ucf:50704
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005155