2016
DOI: 10.1007/s10055-016-0288-6
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An objective measure for the visual fidelity of virtual reality and the risks of falls in a virtual environment

Abstract: Despite decades of development of virtual reality (VR) devices and VR's recent renaissance, it has been difficult to measure these devices' effectiveness in immersing the observer. Previously, VR devices have been evaluated using subjective measures of presence, but in this paper, we suggest that postural stability can be used to objectively assess visual fidelity of VR headsets. We validated this measure by testing known differences between the devices. This study also aimed to determine the stability of heal… Show more

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Cited by 35 publications
(29 citation statements)
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“…Thus, subjects might have used the visual reference in the abstract scene less as compared to the photo-realistic laboratory scene due to different levels of presence. Such a possible relationship between presence and postural stability has been suggested by Menzies et al [ 37 ]. The authors observed small differences when comparing spontaneous sway viewing the same virtual scene with different technical devices.…”
Section: Discussionmentioning
confidence: 60%
See 1 more Smart Citation
“…Thus, subjects might have used the visual reference in the abstract scene less as compared to the photo-realistic laboratory scene due to different levels of presence. Such a possible relationship between presence and postural stability has been suggested by Menzies et al [ 37 ]. The authors observed small differences when comparing spontaneous sway viewing the same virtual scene with different technical devices.…”
Section: Discussionmentioning
confidence: 60%
“…The authors observed small differences when comparing spontaneous sway viewing the same virtual scene with different technical devices. Menzies et al [ 37 ] found reduced sway using a better technical device and dedicated their findings to higher fidelity. While their findings are in line with our results and interpretation, Menzies et al [ 37 ] used a visual scene similar to our abstract scene.…”
Section: Discussionmentioning
confidence: 99%
“…Head-mounted displays or ''headsets'' can recreate a three-dimensional, 360°experience from a first-person perspective. 18 VR has naturally been of interest as a means of engagement with environments that improve cognition, motor skills, mood, and psychological wellbeing, enabling virtual exposure therapy in a safe environment. Although studies have found VR to improve affect in a mixed hospital sample 19 and a university sample, 20 very few studies have examined the capacity for VR to influence the affect of hospitalized patients both quantitatively and qualitatively through experiences tailored to the individual.…”
Section: Introductionmentioning
confidence: 99%
“…One year ago, we developed a visual perturbation using virtual reality (VR) to perturb visual inputs (4). The effectiveness of VR using different headsets has been shown to substantially perturb the stability of healthy subjects (5). We are able to challenge two sensory inputs involved in balance: visual inputs by using VR and proprioceptive inputs by using foam rubber on the WBB (WBB + foam).…”
Section: Introductionmentioning
confidence: 99%