Human factors Ruth Aylett Topics Human senses and their - - PowerPoint PPT Presentation
Human factors Ruth Aylett Topics Human senses and their - - PowerPoint PPT Presentation
Human factors Ruth Aylett Topics Human senses and their limitations Sight Hearing Touch Vestibular system Health and safety issues Why are human factors important? Human capabilities define desired technology
Topics
Human senses and their limitations
– Sight – Hearing – Touch – Vestibular system
Health and safety issues
Why are human factors important?
Human capabilities define desired technology
attributes
Different senses have different data rates Guidelines for best display and organisation
- f information for understanding
Health and safety issues Predict overall impact of a VE
Human senses
Visual Auditory Tactile Olefactory Vestibular (balance) Others:
– Proprioception: sense of position and movement of body
Visual perception
Field of view (FOV) Acuity
– Resolution – Dark v light
Stereopsis
– Depth cues – Binocular rivalry/eye dominance
Vision
Visual process
Light enters through cornea/pupil
– Focused by lens on retina – Lens has to adjust focus:accommodation
- Uses ciliary muscles
Responds to a narrow band of
electromagnetic radiation
– 400nm to 700nm, overall peak at 559nm – Well-matched to spectral emission of sunlight
Response from single photon to fluxes one
trilliontimes stronger
Visual process cont.
Colour
– Via RGB cones (rods do night vision)
- Three kinds of cones, sensitive to different
wavelengths
– “long”: 575nm, about 64% – “middle”: 535nm, about 32% – “short”: 445nm,
- Peripheral cells very sensitive to movement
Blind spot
– Where optic nerve emerges
Eye in permanent motion
– Saccades at about 4Hz – Stabilized images disappear – Saccadic suppression leaves these motions largely unnoticed
FOV
Horizontally
– -59˚ to +110˚ – 118º overlap where stereopsis occurs
Vertically
– -70˚ to +56˚
Visual acuity
– Can separate 2 bright light points 1.5mm apart at 10m – 40’’of arc; 2µm on retina – To match this, requires “typical” desktop display of 4800x3840 (18.4 million pixels)
Light to dark adaptation: 25000:1 Visual persistence
– Critical fusion frequency: c 20 Hz
Visual processing
Stereopsis
The geometry
Can detect depth
distances of 0.05m at .5m or 4mm at 5m
Represented as:
θD=IPD⎡ Δr ⎤ — —— r ⎣r +Δr⎦ IPD= Inter-Pupil Distance
Stereo cues
Motion parallex cues
– Image speed across the retina to judge depth – Only needs one eye
(Con)vergence
– How much eyes turn in
Perspective depth cues
– Where we ‘know’ the size of an object
Textural cues
– Light and shadow – Very important for greater distances
Oculomotor cues
Accommodation
– Physical stretching and relaxing of the lens – Parallel rays entering the relaxed eye will focus on the retina – Relaxed eye has a depth of field of 6m to infinity – To focus objects within 6m it is necessary to alter the optical system of the eye
Vergence
– Rotation of the eyes (convergence: inward rotation corresponding to viewing closer object) – Muscular feedback in converging and focusing the eyes is cue to the depth of viewed object – Relatively weak, but coupled depth cues!
Hearing
Air vibrations (rapid changes in air pressure)
converted to mechanical vibrations in middle ear
Sound has:
– Amplitude: Magnitude of the pressure variation – Frequency: Pressure variation rate – Phase
Acoustic reflex: Adaptation to high-intensity sounds;
temporarily reduced auditory sensitivity
Acoustic stimuli necessarily have temporal
component
Constant sounds drop out of conscious awareness Sounds are perceived from sources in all directions
Localisation
Different factors influence ability to perceive
location of sound sources
– Interaural level difference: Difference in volume of sound reaching each ear – Interaural time difference:Time difference of sound reaching each ear (sound is slow) – Motion cues
- Doppler effect: Frequency shift resulting from relative
motion between sound source and observer
- Changing volume:Sound perceived as approaching
when volume gradually increases (and vice versa)
External ear - pinnae
Why do stereo speakers reproduce the
- riginal sound stage?
– Effect of head + pinnae – Hence in-ear speakers produce stage ‘inside head’
Head-related transfer functions (HRTF)
– Modify signal – Simulate effect of head and pinnae
Haptic perception
Touch is a mechanical or thermal contact with the
skin.
Mechanical stimuli produce sensation of touch:
– Displacement of skin over an extended period – Transitory (milliseconds) displacement of skin – Transitory displacement repeated at constant or variable frequency – Different below-skin sensors for skin with/without hair
Also thermal sensing Difficult to characterize in quantitative way Sensations of skin adapt with exposure to stimuli
Skin
Force sensing
Receptors in muscles and joints
– Inside the body
Perception of movement, position, and
torque of limbs and other body parts
Varying joint angles and muscular
length
Vestibular system
Movement and
- rientation in space
– See
http://en.wikipedia.org/wiki/ Vestibular_system
Inner ear: vestibulum
– Orthogonal canals for rotation – Saccule/utricle for linear acceleration
Vestibulo-occular reflex
To be able to
see while moving
– Push-pull between RH and LH canals – 3 neurons link to eye – <10 ms lag in eye for head movement
Health and safety issues
Flicker
– Can trigger epilepsy
Eyestrain
– Dissociation of accommodation and convergence – Lack of visual calibration, especially HMDs
Use of laser light Movement injuries
Cybersickness
Reverse form of motion sickness
– Conflicting signals from visual and vestibular systems
Caused by:
– Vection: illusion one is moving in a VE – Lag: delay in visual feedback
- Especially bad in HMDs
– FOV: wide and narrow. Impacts vection – Lack of interactive control
Symptoms
Vestibular disturbances
– Head spinning
Reduced hand-eye coordination Nausea Effects take time to reduce after
exposure
Nervous system does adapt