PsycEXTRA Dataset 2009
DOI: 10.1037/e614362011-001
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Helmet-Mounted Displays: Sensation, Perception and Cognition Issues

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Cited by 35 publications
(38 citation statements)
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“…This has placed an undue burden on display makers and left consumers with poor user experiences. By taking a human-factors-first approach one can properly establish optical system requirements that lead to objectively derived display requirements [1]. As part and parcel to this presentation IMMY's Natural Eye Optic™ will be discussed as an emerging standard, based on human factors, that display makers can look towards to obtain a better understanding of what display performance is required, and what tradeoffs are acceptable.…”
Section: Natural Methods For Natural Outcomesmentioning
confidence: 99%
“…This has placed an undue burden on display makers and left consumers with poor user experiences. By taking a human-factors-first approach one can properly establish optical system requirements that lead to objectively derived display requirements [1]. As part and parcel to this presentation IMMY's Natural Eye Optic™ will be discussed as an emerging standard, based on human factors, that display makers can look towards to obtain a better understanding of what display performance is required, and what tradeoffs are acceptable.…”
Section: Natural Methods For Natural Outcomesmentioning
confidence: 99%
“…Each of these consisted of a piezoelectric tactor and the respective driver electronics, into which 2 V (peak to peak) square voltage pulses were fed to produce vibration stimuli with a carrier frequency of 64 Hz. Their intensity was far above threshold, and the frequency was chosen to activate all main types of mechanoreceptors in human glabrous skin [18], [19], benefiting from the overlapping ranges of each type of mechanoreceptor's frequency sensitivity spectrum [20]. The carrier frequency was temporally modulated in an on/off fashion to produce the following three different types of vibration patterns, each designed to code directions in the range of ±90 • (Fig.…”
Section: Stimulationmentioning
confidence: 99%
“…Wide-FOV displays convey peripheral information, improve orientation, situational awareness, object avoidance and performance in some tasks and are generally preferred by audiences. They also have an impact on perceptional issues, such as distance judgment, motion sickness, nausea and others [2], [16], [20], [13], [23], [24]. Even though super-wide FOV is generally conducive to simulator sickness, the FOV itself is not a problem, as the natural human FOV attests, but rather the insufficient implementation of current HMDs and conflicts of various sensory stimuli.…”
Section: Wide Field-of-viewmentioning
confidence: 99%