The project aims to evaluate the effect of virtual 360-degree display designs on constructing as real as possible local area and local situational awareness around the remote unmanned vehicle or robot.
The project has two major goals:
Desktop Three Sixty Degrees User Interface: Spatial Understanding - funded by CSRI, DST.
Assessment of 360 degree local area awareness visual interface. Assess Individual's Cognitive and Ergonomic Profile and develop intervention protocols for effective training to use the optimal 360-degree user-interface- funded by INMAS, DRDO
Desktop VR is Better Than Nonambulatory HMD VR for Spatial Learning
Published (2019) at Frontiers in Robotics and AI, as 'Best Papers from EuroVR 2017, Laval, France'
Abstract: Use of virtual reality (VR) technology is proliferating for designing and upgrading entertainment devices, and creating virtual environments that could be used for research and training. VR is becoming a strong research tool by providing a tighter control on the experimental environment and by allowing almost limitless possibilities of creating ecologically valid stimuli. However, the enhanced fidelity between the real and virtual worlds that VR provides does not always benefit human performance. For a better understanding, and increasing VR's usability, we need to identify the relevant constituent components of immersive technologies, and differentiate their roles, for example, how visual and interaction fidelity differentially improves human performance. We conducted an experiment to examine how two common VR display modes, head mounted display (HMD) and desktop (DT) (Figure 1a and b), would affect spatial learning when we restrict ambulatory locomotion in HMD. This manipulation allowed examining the role of varying visual fidelity with low interaction fidelity. We used a between-group design with 40 naïve participants. They explored a virtual environment (Figure 2a) and later drew its sketch-map (Figure 4). Our results showed participants spent more time and perceived less motion-sickness and task effort using desktop than HMD VR. With reduced interaction fidelity, the high visual fidelity of HMD as compared to desktop resulted in similar or poorer performance on different spatial learning tasks after accounting for motion-sickness and workload effort. Participants were better in recalling spatial components related to junction and cyclic order of the navigated virtual space in desktop vs. HMD VR (Figure 5), and performed equally well on components related to street segments and object associations. We explain these results in terms of deficient idiothetic information in non-ambulatory HMD and lesser sensory conflicts in desktop mode. Overall, our results highlight the differential effect of visual vs. interaction fidelity on human performance based on using immersive technologies, how such an effect depends on the nature of cognitive and functional behavior users employ, and the higher usability of traditional desktop VR. These results are relevant for developing customized and sustainable virtual reality based human-computer interactions.
360-degree spatial knowledge : a comparative assessment of FOVE-VR and Desktop 360 FOV
Presented at EuroVR 2017, 14th Annual EuroVR Conference, Laval, France
Abtract: Virtual Environment (VE) and Virtual Reality (VR) are gaining a widespread importance, especially in case of complex and lethal tasks’ performances like urban search and rescue operations. Despite growing importance of VE and VR, and its role in changing perception-cognition-action experiences, very few studies have evaluated the role of ‘VE and VR’ in spatial learning in a given unknown environment, esepically in case of 360-degree visual displays. As VR compared to 2D VE, provides a 3D experience, it offers a sense of higher immersion in the virtual world. However, the effect of assumed immersion on spatial learning is still a matter of debate. The current study evaluate the effect of mode on 360-degree indirect spatial knowledge development in a given unknown environment.
How Useful is 360-degree view for Cognitive Mapping
Published at INTERACT 2017, under student consortium
16th IFIP TC.13 International Conference on Human-Computer Interaction, IIT-Mumbai, India
Abstract: The study evaluates the effectiveness of 360-degree view compared to limited view, i.e. 90-degree front view only, on the development of cognitive map in an unknown environment. Participants were asked to explore the virtual environment (VE) and construct a map-sketch based on their exploration.The map-sketch topographical relationship was evaluated to examine the cognitive map. Interfaces were compared based on map-sketch scoring. Result shows better cognitive map scores with 180x2 compared to other user-interface (UI) designs, indicating a better spatial compatibility with 180x2 UI design. The current pilot data suggest that the complete 360-degree view, specially 180x2 UI design, supports constructing cognitive map.
From bottom Left to Right: a. Map-Sketch from a participant; b. Three 360-degree display designs from left to right: i. 180x2 Interface with 2 views each covering 180degree (the top view is front 180-degree and below is 180-degree behind the UGV) ; ii. 90x4 Interface consisted of 4 views each covering 90-degree view (from top clockwise, left, front, right and rear view around the UGV); iii. . 90x1 Interface with the front 90-degree view only., c. Effect of display designs on Map-sketch score
360-degree Vision: eye-tracking during virtual exploration
Published at INTERACT 2017, under student consortium
16th IFIP TC.13 International Conference on Human-Computer Interaction, IIT-Mumbai
Abstract: We evaluated the effect of desktop 360o display designs on direction judgment task in an unknown environment. We conducted an eye-tracking experiment with three factors: interface type, gaming and timer visibility as mixed-group design. The result shows a significant effect of timer on the angle estimation across the three interfaces. Gaming advantage was observed in angle estimation and total time taken to complete the task. Eye tracker(12 N) showed, lesser ‘fixation counts’ in left AOIs across all 360o display designs. The panoramic interface showed longer time to first fixation suggesting more exploration is required before making decision. The current results favors the 360o displays ”with visual boundaries” compared to the display ”without visual boundaries” independent of the previous experience (gaming) or speed of processing (timer visibility).