Browsing by Author "Rao, Hrishikesh M"
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Item Open Access Evaluating the effects of image persistence on dynamic target acquisition in low frame rate virtual environments(2016 IEEE Symposium on 3D User Interfaces, 3DUI 2016 - Proceedings, 2016-04-26) Zielinski, David J; Rao, Hrishikesh M; Potter, Nicholas D; Sommer, Marc A; Appelbaum, Lawrence G; Kopper, Regis© 2016 IEEE.User performance in virtual environments with degraded visual conditions due to low frame rates is an interesting area of inquiry. Visual content shown in a low frame rate simulation has the quality of the original image, but persists for an extended period until the next frame is displayed (so-called high persistence-HP). An alternative, called low persistence (LP), involves displaying the rendered frame for a single display frame and blanking the screen while waiting for the next frame to be generated. Previous research has evaluated the usefulness of the LP technique in low frame rate simulations during a static target acquisition task. To gain greater knowledge about the LP technique, we have conducted a user study to evaluate user performance and learning during a dynamic target acquisition task. The acquisition task was evaluated under a high frame rate, (60 fps) condition, a traditional low frame rate HP condition (10 fps), and the experimental low frame rate LP technique. The task involved the acquisition of targets moving along several different trajectories, modeled after a shotgun trap shooting task. The results of our study indicate the LP condition approaches high frame rate performance within certain classes of target trajectories. Interestingly we also see that learning is consistent across conditions, indicating that it may not always be necessary to train under a visually high frame rate system to learn a particular task. We discuss implications of using the LP technique to mitigate low frame rate issues as well as its potential usefulness for training in low frame rate virtual environments.Item Open Access Exploring the effects of image persistence in low frame rate virtual environments(2015 IEEE Virtual Reality Conference, VR 2015 - Proceedings, 2015-08-25) Zielinski, David J; Rao, Hrishikesh M; Sommer, Marc A; Kopper, Regis© 2015 IEEE.In virtual reality applications, there is an aim to provide real time graphics which run at high refresh rates. However, there are many situations in which this is not possible due to simulation or rendering issues. When running at low frame rates, several aspects of the user experience are affected. For example, each frame is displayed for an extended period of time, causing a high persistence image artifact. The effect of this artifact is that movement may lose continuity, and the image jumps from one frame to another. In this paper, we discuss our initial exploration of the effects of high persistence frames caused by low refresh rates and compare it to high frame rates and to a technique we developed to mitigate the effects of low frame rates. In this technique, the low frame rate simulation images are displayed with low persistence by blanking out the display during the extra time such image would be displayed. In order to isolate the visual effects, we constructed a simulator for low and high persistence displays that does not affect input latency. A controlled user study comparing the three conditions for the tasks of 3D selection and navigation was conducted. Results indicate that the low persistence display technique may not negatively impact user experience or performance as compared to the high persistence case. Directions for future work on the use of low persistence displays for low frame rate situations are discussed.Item Open Access Sensorimotor learning during a marksmanship task in immersive virtual reality(Frontiers in Psychology, 2018-02-06) Rao, Hrishikesh M; Khanna, Rajan; Zielinski, David J; Lu, Yvonne; Clements, Jillian M; Potter, Nicholas D; Sommer, Marc A; Kopper, Regis; Appelbaum, L GregorySensorimotor learning refers to improvements that occur through practice in the performance of sensory-guided motor behaviors. Leveraging novel technical capabilities of an immersive virtual environment, we probed the component kinematic processes that mediate sensorimotor learning. Twenty naïve subjects performed a simulated marksmanship task modeled after Olympic Trap Shooting standards. We measured movement kinematics and shooting performance as participants practiced 350 trials while receiving trial-by-trial feedback about shooting success. Spatiotemporal analysis of motion tracking elucidated the ballistic and refinement phases of hand movements. We found systematic changes in movement kinematics that accompanied improvements in shot accuracy during training, though reaction and response times did not change over blocks. In particular, we observed longer, slower, and more precise ballistic movements that replaced effort spent on corrections and refinement. Collectively, these results leverage developments in immersive virtual reality technology to quantify and compare the kinematics of movement during early learning of full body sensorimotor orienting.Item Open Access Visual continuity across saccades is influenced by expectations.(J Vis, 2016) Rao, Hrishikesh M; Abzug, Zachary M; Sommer, Marc AAs we make saccades, the image on each retina is displaced, yet our visual perception is uninterrupted. This is commonly referred to as transsaccadic perceptual stability, but such a description is inadequate. Some visual objects are stable (e.g., rocks) and should be perceived as such across saccades, but other objects may move at any time (e.g., birds). Stability is probabilistic in natural scenes. Here we extend the common notion of transsaccadic visual stability to a more general, ecologically based hypothesis of transsaccadic visual continuity in which postsaccadic percepts of objects depend on expectations about their probability of movement. Subjects made a saccade to a target and reported whether it seemed displaced after the saccade. Targets had varying probabilities of movement (ranging from 0.1-0.9) that corresponded to their color (spectrum from blue to red). Performance was compared before and after subjects were told about the color-probability pairings ("uninformed" vs. "informed" conditions). Analyses focused on signal detection and psychometric threshold measures. We found that in the uninformed condition, performance was similar across color-probability pairings, but in the informed condition, response biases varied with probability of movement, and movement-detection sensitivities were higher for rarely moving targets. We conclude that subjects incorporate priors about object movement into their judgments of visual continuity across saccades.