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Comparison of object perception in head mounted display and in desktop monitor for congruent and incongruent environments

Başlık çevirisi mevcut değil.

  1. Tez No: 840478
  2. Yazar: ERİNÇHAN TELATAR
  3. Danışmanlar: Belirtilmemiş.
  4. Tez Türü: Yüksek Lisans
  5. Konular: Bilim ve Teknoloji, Bilgisayar Mühendisliği Bilimleri-Bilgisayar ve Kontrol, Science and Technology, Computer Engineering and Computer Science and Control
  6. Anahtar Kelimeler: virtual reality, object perception, head mounted display, presence
  7. Yıl: 2017
  8. Dil: İngilizce
  9. Üniversite: Technısche Unıversıtat Kaıserslautern
  10. Enstitü: Yurtdışı Enstitü
  11. Ana Bilim Dalı: Belirtilmemiş.
  12. Bilim Dalı: Belirtilmemiş.
  13. Sayfa Sayısı: Belirtilmemiş.

Özet

Virtual reality (VR) is the use of computer graphics systems, combined with various display and interface devices, to provide the effect of immersion in the interactive 3D computer-generated environment (Pan, Cheok, Yang, Zhu, & Shi, 2006). This thesis investigates, for the first time, to my knowledge, the comparison of object perception between a Head Mounted Display and a desktop monitor in two computer generated virtual environments (VE). Global context plays an important role in perception, as in real life objects always co-occur with their environments (Biederman, 1972), which creates expectancies for receivers. On the other hand Fox, Arena, and Bailenson (2009) emphasized one possible usage of VR in research, is to use as a method to study social scientific phenomena, and create stimuli in a controlled environment which is hard to achieve in real life. In this object perception study, two virtual environments were created (namely beach and home environments) and two categories of objects were selected via an online questionnaire from a pool of objects representing typical beach and typical home objects. The background environment, object category, and display device were manipulated while considering participants' subjective presence, simulator sickness and sleepiness levels through questionnaires. The response times were analyzed and modelled with a generalized mixed model. It was predicted that response times were shorter when scene and object category are congruent compared to incongruent. It was also predicted that there was an increase in subjective presence in HMD compared to desktop monitor. Furthermore, from an explorative perspective, it was expected that shorter response times will be achieved while using HMD due to more subjective presence. Results showed that there was no enough evidence to replicate the effects of contextual cueing on response times. However, there was a significant increase OBJECT PERCEPTION IN HMD AND DESKTOP MONITOR IV in participants' subjective presence in HMD. There was no difference in HMD and desktop monitor on average reaction times. In conclusion, the hypothesis that HMD increases the subjective perception was supported in terms of questionnaire results. But the hypothesis to replicate contextual cueing was not supported, and accordingly there was no significant difference in response times to support the exploratory hypothesis, effects of presence on response times. Future works will be directed to assess the VR system induced effects of“being more real life like”on response time, and to focus more on the expectancies on stimulus due to number of trials among various display devices.

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