Concerns about head mounted displays have led to numerous studies about their potential impact on the visual system. Yet, none have investigated if the use of Virtual Reality (VR) Head Mounted Displays with their reduced field of view and visually soliciting visual environment, could reduce the spatial spread of the attentional window. To address this question, we measured the useful field of vision in 16 participants right before playing a VR game for 30 minutes and immediately afterwards. The test involves calculation of a presentation time threshold necessary for efficient perception of a target presented in the centre of the visual field and a target presented in the periphery. The test consists of three subtests with increasing difficulty. Data comparison did not show significant difference between pre-VR and post-VR session (subtest 2: F(1,11) = .7 , p = .44; subtest 3 F(1,11) = .9 , p = .38). However, participants’ performances for central target perception decreased in the most requiring subtest (F(1,11) = 8.1, p = .02). This result suggests that changes in spatial attention could be possible after prolonged VR presentation.
The possible achievements of accurate and intuitive 3D image segmentation are endless. For our specific research, we aim to give doctors around the world, regardless of their computer knowledge, a virtual reality (VR) 3D image segmentation tool which allows medical professionals to better visualize their patients’ data sets, thus attaining the best understanding of their respective conditions.We implemented an intuitive virtual reality interface that can accurately display MRI and CT scans and quickly and precisely segment 3D images, offering two different segmentation algorithms. Simply put, our application must be able to fit into even the most busy and practiced physicians’ workdays while providing them with a new tool, the likes of which they have never seen before.
In this research, using an electric car as a motion platform we evaluated the user experience of motion representations in a virtual reality (VR) system. The system represents physical motion when it operates the car backward and forward with accompanying visual motion included in stereoscopic images in a head-mounted display (HMD). Image stimuli and car-based motion stimuli were prepared for three kinds of motion patterns, "starting", "stopping" and "landing", as experimental stimuli. In the experiment, pleasure and arousal were measured after each stimulus representation using the Self-Assessment Manikin (SAM), a questionnaire about emotions. Results showed that the car-based motion stimulus increased pleasure in the "landing" pattern.