Article
Ophthalmology
Nasif Zaman, Prithul Sarker, Alireza Tavakkoli
Summary: Immersion in virtual environments is crucial for scientists to study human behavior. However, creating immersive environments may conflict with the goal of evaluating user response to visual stimuli. This article proposes a device-agnostic approach to color calibration for head-mounted displays, allowing finer control over visual stimuli and context.
Article
Chemistry, Analytical
Tiago Palma Pagano, Lucas Lisboa dos Santos, Victor Rocha Santos, Paulo H. Miranda Sa, Yasmin da Silva Bonfim, Jose Vinicius Dantas Paranhos, Lucas Lemos Ortega, Lian F. Santana Nascimento, Alexandre Santos, Maikel Maciel Ronnau, Ingrid Winkler, Erick G. Sperandio Nascimento
Summary: This study remotely estimates heart rate from facial regions captured by a head-mounted display using state-of-the-art techniques, resulting in significant improvements. Additionally, a simulation mechanism was developed to generate a suitable dataset for the technique.
Article
Public, Environmental & Occupational Health
Hajer Rmadi, Pauline Maillot, Romain Artico, Edouard Baudouin, Sylvain Hanneton, Gilles Dietrich, Emmanuelle Duron
Summary: This study aimed to evaluate the tolerance of older nursing home residents to head-mounted display (HMD) virtual reality (VR) by measuring their cybersickness and anxiety state. The results showed that most participants had a good tolerance to HMD VR, with only a few experiencing significant cybersickness symptoms in some sessions.
FRONTIERS IN PUBLIC HEALTH
(2023)
Review
Computer Science, Artificial Intelligence
Manuel Birlo, P. J. Eddie Edwards, Matthew Clarkson, Danail Stoyanov
Summary: This article presents a systematic review of the usage of optical see-through head mounted display (OST-HMD) in augmented reality (AR) surgery applications from 2013 to 2020. The study revealed that the Microsoft HoloLens is increasingly dominating the field, with orthopaedic surgery as the most popular application. Surgical guidance is the most common context, and segmented preoperative models are the dominant visualization method. Human factors play a significant role in the utility of OST-HMD.
MEDICAL IMAGE ANALYSIS
(2022)
Article
Computer Science, Interdisciplinary Applications
Yi Lin, Yangfan Lan, Shunbo Wang
Summary: Learning concentration is crucial for learning quality, especially in head-mounted virtual reality interactions. However, current assessment methods are not applicable in these new interactive environments. This study proposes a new assessment method for learning concentration in head-mounted virtual interactions and validates its effectiveness through experiments. Optimizing learning strategies can significantly improve students' learning concentration and assessment scores.
Article
Computer Science, Software Engineering
Carlos A. Tirado Cortes, Hsiang-Ting Chen, Daina L. Sturnieks, Jaime Garcia, Stephen R. Lord, Chin-Teng Lin
Summary: This study evaluated balance recovery methods and intervention timing during the use of VR, finding that video-see-through triggered 500 ms before the onset of fall can effectively help users recover from falls. However, triggering video-see-through at fall onset has a significant negative impact on balance recovery.
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
(2021)
Article
Chemistry, Analytical
Luisa Lauer, Kristin Altmeyer, Sarah Malone, Michael Barz, Roland Bruenken, Daniel Sonntag, Markus Peschel
Summary: Emerging technology of HMD-AR shows promising prospects in education, especially in interactive learning with children. Research indicates that HoloLens 2 has good usability in multimodal interaction, particularly in recognizing children's voice commands.
Article
Chemistry, Analytical
Chunting Wan, Dongyi Chen, Zhiqi Huang, Xi Luo
Summary: This paper introduces a system for emotion recognition in virtual reality environments, based on multimodal bio-signals acquisition using wearable devices. The system records EEG, EDA, PPG, and SKT signals, and includes a human-computer interaction interface for researchers to carry out emotion recognition research using VR as stimulus presentation. The performance of the system is validated through experiments, showing comparable signal quality to dedicated bio-signal measuring devices and efficient recording of alpha rhythm.
Article
Health Care Sciences & Services
Siew Tiang Lau, Rosalind Chiew Jiat Siah, Khairul Dzakirin Bin Rusli, Wen Liang Loh, John Yin Gwee Yap, Emily Ang, Fui Ping Lim, Sok Ying Liaw
Summary: This study describes the design of a head-mounted virtual reality system for education on clinical procedures for nursing students and explores the experience of nursing students using the system. The results show that students had a largely positive perception and learning experience. However, there were challenges related to technology and physical discomfort that need to be addressed.
JMIR SERIOUS GAMES
(2023)
Article
Computer Science, Software Engineering
Ludwig Sidenmark, Franziska Prummer, Joshua Newn, Hans Gellersen
Summary: This paper presents a head-mounted virtual reality study comparing gaze, head, and controller pointing for selection of dynamically revealed targets. The results show that gaze and controller pointing are faster than head pointing, and increased screen width improves performance up to a certain point. The study also validates the applicability of existing pointing models and uncovers differences for gaze at known and unknown target positions.
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
(2023)
Article
Computer Science, Software Engineering
Jonathan W. Kelly
Summary: Research has found that distances tend to be underestimated in virtual reality (VR), but modern head-mounted displays (HMDs) are better at accurately perceiving distance compared to older ones. This meta-analysis, based on 137 samples from 61 publications, examines egocentric distance perception across 20 HMDs and investigates the relationship between perceived distance and technical HMD characteristics. The results show that judged distance is positively related to HMD field of view and resolution, while negatively related to HMD weight, particularly for heavier HMDs. These findings suggest that improving these technical characteristics may be crucial in addressing the problem of distance underperception in VR.
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
(2023)
Article
Education & Educational Research
Martin Stolpe Andersen, Sara Klingenberg, Gustav Bog Petersen, Peter A. Creed, Guido Makransky
Summary: This study investigated the effects of using head-mounted displays (HMDs) for a virtual field trip to Greenland. The results showed that compared to a video, using HMDs had a positive immediate effect on students' self-efficacy and interest, and a lasting effect on self-efficacy, outcome expectations, and interest approximately two and a half weeks after the intervention.
JOURNAL OF COMPUTER ASSISTED LEARNING
(2023)
Article
Optics
Denghui Li, Yuk Ming Tang, Suet To
Summary: This paper develops three catadioptric optical systems for thin VR HMDs by adjusting the configuration positions of different optical modules. The comparison results show that multiple reflections during the light divergence process effectively reduce the thickness of the optical structure, and reasonable transmission during the reflection process is favorable for size reduction. Based on the designed optical module, a varifocal VR HMD is developed to improve the image quality and sensory experience of users.
OPTICS AND LASER TECHNOLOGY
(2023)
Article
Computer Science, Software Engineering
Jonathan Tong, Laurie M. Wilcox, Robert S. Allison
Summary: This study evaluated the impact of inter-lens and inter-axial camera separations on depth perception in VR headsets. The results showed that misalignment between the lens and camera separations and the user's inter-pupillary distance can distort depth perception. This phenomenon has been largely ignored in previous studies.
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
(2022)
Review
Computer Science, Interdisciplinary Applications
Polona Caserman, Augusto Garcia-Agundez, Alvar Gamez Zerban, Stefan Goebel
Summary: Cybersickness refers to symptoms like nausea, headache, and dizziness experienced by users during or after virtual reality immersion. Recent studies show that current-generation VR head-mounted displays cause less cybersickness but some symptoms remain severe. The nature of movement and sensory mismatch are key contributors to cybersickness, and biosensors can be utilized for its detection.