Immersion factors affecting perception and behaviour in a virtual reality power wheelchair simulator.

Virtual Reality based driving simulators are increasingly used to train and assess users' abilities to operate vehicles in a controlled and safe way. For the development of those simulators it is important to identify and evaluate design factors affecting perception, behaviour, and driving performan...

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Publicado en:Applied Ergonomics Vol. 58; pp. 1 - 13
Autores principales: Alshaer, Abdulaziz, Regenbrecht, Holger, O’Hare, David, O'Hare, David
Formato: research Journal Article
Publicado: Elsevier B.V. Jan2017
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Jan2017
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      pub: Elsevier B.V.
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        atl: Immersion factors affecting perception and behaviour in a virtual reality power wheelchair simulator.
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        au:
          Alshaer, Abdulaziz
          Regenbrecht, Holger
          O’Hare, David
          O'Hare, David
        affil: University of Otago, Dunedin, New Zealand
      sug:
        subj:
          User-Computer Interface
          Wheelchairs
          Middle Age
          Male
          Adult
          Young Adult
          Female
          Behavior
          Perception
          Task Performance and Analysis
          Computer Terminals
          Spatial Perception
          Adolescence
          Computer Simulation
          Human
          Middle Aged: 45-64 years
          Adult: 19-44 years
          Adolescent: 13-18 years
          Male
          Female
      ab: Virtual Reality based driving simulators are increasingly used to train and assess users' abilities to operate vehicles in a controlled and safe way. For the development of those simulators it is important to identify and evaluate design factors affecting perception, behaviour, and driving performance. In an exemplary power wheelchair simulator setting we identified the three immersion factors display type (head-mounted display v monitor), ability to freely change the field of view (FOV), and the visualisation of the user's avatar as potentially affecting perception and behaviour. In a study with 72 participants we found all three factors affected the participants' sense of presence in the virtual environment. In particular the display type significantly affected both perceptual and behavioural measures whereas FOV only affected behavioural measures. Our findings could guide future Virtual Reality simulator designers to evoke targeted user behaviours and perceptions.
      pubtype: Academic Journal
      doctype:
        research
        Journal Article
      ougenre: Article
    language: English
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