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Virtual Eyes Can Rearrange Your Body:
Adaptation to Visual Displacement In See-Through Head-Mounted Displays
Frank A. Biocca § and J.P. Rolland §§
§ Media, Interface, and Networking Design Lab
Department of Telecommunication
Michigan State University
East Lansing, MI 48824
+1-517-355-5073
biocca@tcimet.net
§§ CREOL, Center for Research and Education in Optics and
Lasers
Department of Electrical and Computer Engineering
University of Central Florida
Orlando, FL 32816-2700
407-823-6870
rolland@maya.creol.ucf.edu
ABSTRACT
Among the most critical issues in the design of immersive virtual environments
are those that deal with problem of technologically induced intersensory
conflict and one of the results, sensorimotor adaptation. An experiment
was conducted to support the design of a prototype see-through head-mounted
display (HMD). When wearing video see- through HMDs in augmented reality
systems, subjects see the world around them through a pair of head-mounted
video cameras. The study looked at the effects of sensory rearrangement
caused by a HMD design that displaced the user's "virtual" eye position
forward (165 mm) and above (62 mm) toward the spatial position of the
cameras. The position of the cameras creates images of the world that
are slightly downward and inward from normal. Measures of hand-eye coordination
and speed on a manual pegboard task revealed substantial perceptual costs
of the eye displacement initially, but also evidence of adaptation. Upon
first wearing the video see-through HMD, subjects' pointing errors increased
significantly along the spatial dimensions displaced (the y dimension,
above-below the target, and z dimension, in front-behind the target).
Speed of performance on the pegboard task decreased by 43% compared to
baseline performance. Pointing accuracy improved by about a 1/3 as subjects
adapted to the sensory rearrangement, but it did not reach baseline performance.
When subjects removed the see-through HMD there was evidence that their
hand-eye coordination had been altered. Negative aftereffects were observed
in the form of greater errors in pointing accuracy compared to baseline.
Although these aftereffects are temporary, the results may have serious
practical implications for the use of video see-through HMDs by user populations
(e.g., surgeons) who depend on very accurate hand-eye coordination.
1. INTRODUCTION
The National Research Council's (NRC) report on virtual reality expressed
concern regarding current knowledge about the effects of displays on the
visual system:
An important set of issues concerning perceptual effects in
the visual channel that are only now beginning to be addressed concern
... augmented reality displays... Many of the perceptual issues that have
important implications for the design of technology for the visual channel,
and about which current knowledge is inadequate, concern how humans respond
to various types of sensorimotor alterations associated with the visual
display. (Durlach & Mavor, 1995, p. 48).
Furthermore, the NRC report recommend research on how synthetic environments
"might alter the mental model ... of [the user's] own body" (Durlach &
Mavor, 1995, 45). This study directly tackles both of these issues: (a)
changes in visual perception following use of augmented reality displays,
and (b) changes in users' mental models of their bodies. We report on
the sensorimotor effects of one key design feature of existing video see-through
HMDs -- visual displacement of the user's eyes to a virtual position --
the entrance pupil of the HMD's cameras.
Engineering design restrictions in this generation of video see-through
HMDs require displacing human vision. The cameras that record the physical
world and the video displays that present the physical world to the viewer
cannot occupy the same position in space. The entrance pupil of the cameras
must be in a different position in space than the entrance pupil of the
viewer's real eyes because video displays are in front of the user's eyes.
In the prototype tested in this experiment, the user's virtual eyes, the
video cameras, are located 62 mm above and 165 mm forward from the viewer's
natural eye location (see Figure 1). This video displacement of the eye
location is a form of sensory rearrangement that forces the user to adapt
to the system. Therefore, this study applies perceptual adaptation research
directly to the engineering and design of HMDs to evaluate the human cost
of the sensory rearrangement.
Figure 1: This picture shows the exact location of the miniature video
cameras on the see-through HMD. They displace the user's vision 62 mm
above and 165 mm forward from the viewer's natural eye location.
1.1. Design challenges of see-through head-mounted displays.
See-through HMDs are called for in applications where virtual objects
are superimposed on the physical environment to enhance a user's experience.
Nowhere is the promise of see-through head-mounted displays (HMDs) and
augmented reality more compelling than in medical imaging applications.
"Medical Imaging, since its birth, has provided a valuable and yet non-surgical
possibility to see what was unseen before: the internal world of the human
body" (Yao, 1994, p14). Virtual environment designers try to use see-through
HMDs to take doctors and radiologists one step further towards a kind
of "X-ray vision, " seeing the internal anatomy of the human body superimposed
on the body of the patient.
Augmented reality displays may offer a number of advantages for medical
imaging. Doctors will not have to divert their vision to a side monitor
or viewing screen to see inside a patient's body. The virtual image of
the internal organs and the real body of the patient will be merged. Doctors
have always used natural observation of the body for diagnosis. With successful
augmented reality systems the natural ability to observe the symptomology
of a body will be extended and augmented by fusing normal observation
with the visualizing power of the X-ray, the magnetic resonance machine,
and the ultrasound machine. At least, this is the promise of the research
and development program.
But a number of design challenges must be overcome before the promise
of see-through HMDs becomes reality. One of the challenges of such devices
is providing depth information that accurately merges the virtual scene
with the real scene as well as keeping the real and virtual scene registered
in space as the viewer or the patient move. As we will see in this study,
another is building a system that minimizes sensory rearrangement and
the need for user adaptation.
Two approaches to HMD hardware design are now common. Real and virtual
views of the world can be merged either: (1) via a semi-transparent mirror
as with optical see-through HMDs (Buchroeder, Seeley, & Vukobratatovich,
1981; Berman & Melzer, 1989; Droessler & Rotier, 1990; Rolland, 1994;
Rolland, Ariely, & Gibson, 1995), or (2) via video cameras mounted on
the helmet as with video see-through HMDs (Bajura, Fuchs, & Ohbuchi, 1992;
Edwards, Rolland, & Keller, 1993; State et al., 1994). A discussion of
design issues and the relative merits of each approach can be found in
Rolland, Holloway, and Fuchs, 1994.
2. SENSORY REARRANGEMENT, INTERSENSORY CONFLICT AND ADAPTATION TO VIRTUAL
ENVIRONMENTS
Humans adapt in many ways to new environments. For 100 years experiments
have been conducted on ways in which humans adapt to altered perceptual
environments (e.g., Stratton, 1896, 1897; Ewert, 1930; Snyder & Pronko,
1952; Held & Bossom, 1961; see reviews such as Kaufman, 1974; Rock, 1966;
Welch, 1978). This research is important to virtual environment design
because virtual environments are altered sensory environments. But studies
in this tradition have rarely -- if ever -- been intended to guide the
design of new visual devices or communication technologies. Rather, these
studies have explored theoretical questions in perceptual development
or attempted to answer variations on the nature-nurture question: how
much of perception is innate, how much is learned, etc. Experiments explored
how much subjects adapted to perceptual rearrangement and what aspects
of perception were modifiable by perceptual learning and which were not.
If adult perception could radically adapt to new perceptual environments,
then, it was reasoned, this would provide evidence in favor of a strong
role for experience in the component of perception under study.
Because optics were well understood and visual perception was of interest,
many experiments explored this question by using lenses and other optical
devices to alter the spatial properties of the retinal image of the world
(the proximal stimulus). Although the devices were not of central interest
in these studies, various "head mounted" systems were used over the years
to "distort" the retinal image: Galilean telescopes (e.g., Stratton, 1896,
1897), view restricting tubes (e.g., Dolezal. 1982), mirrors (Kohler,
1964), contact lenses (Taylor, 1962 ), and the popular prismatic lenses
(e.g., Held & Bossom, 1961). Because we are interested in optimizing the
design of a see-through head-mounted display, this research is quite applicable
because, unwittingly, it shows the negative effects of vision distorting
optical design on the perceptual system. The research also provides theoretical
and methodological guidance regarding problems induced by sensory rearrangement
(e.g., Held & Gottlieb, 1958; Held & Bossom, 1961).
Immersive virtual environments (VE) and telepresence systems are likely
to induce some form of sensory rearrangement for the foreseeable future.
Video see-through head-mounted displays are a good example of a virtual
reality (VR) component that, by nature, entails sensory rearrangement.
Sensory rearrangement is a change in the normal relationship between body
movements and the resulting inflow of sensory stimuli to the central nervous
system. It can also result from discoordination of one sensory inflow
pattern with that of another sense, for example a mismatch between vision
and touch. This is known as intersensory conflict (Reason, 1978; Oman,
1991). In VEs, sensory rearrangement can result from a discoordination
of displays to the various senses. According to Welch (1995), "it is not
so much the absence of certain stimuli that causes serious perceptual
and behavioral difficulties with telesystems, but the presence of intersensory
discrepancies, such as mismatches between sensory modalities and delays
of sensory feedback" (p. 1).
Intersensory conflict puts a stress on the user's body, especially when
the conflict involves the vestibular system (Reason, 1975). The stress
can have cognitive, behavioral, and physiological manifestations. For
example, performance is slowed down immediately after entering a HMD-based
virtual environment. Movements are short and tentative, the user may be
slightly uncoordinated, hand reaching behavior is uncertain and inaccurate.
Sensory rearrangement can also contribute to simulation sickness (Biocca,
1993). During extended use, users may experience sweating, eyestrain,
stomach awareness, and vomiting (Kennedy et al., 1992). To minimize the
noxious effects caused by intersensory conflict, susceptible users may
limit their movements. Such altered behavior is a concern in most training
environments because inappropriate behaviors learned in response to the
simulator can negatively transfer to the real environment.
In this study we wanted to explore how a user's motor system would adapt
to VE induced sensory conflict between the visual and kinesthetic-proprioceptive
systems. We focused on the relationship between the eyes and the hands
because intersensory conflict between vision and sensed hand position
(proprioception) is critical to performance in VEs. A central component
of medical, military, and other training systems is learning subtle, coordinated
hand-eye movements.
2.1. Research Questions
Although the research questions involve perceptual adaptation, a point
needs to be made regarding the distinction between the research goals
of basic studies in perceptual psychology and studies in human-computer
interaction. Our experience with this study suggests that a misunderstanding
of this distinction may be a possible source of confusion with some readers.
The goal of this study is not to uncover some new form of perceptual adaptation
or extend the theory of perceptual adaptation.
This study is based on a different research logic, the logic of the design
sciences (Simon, 1969). Most design research on virtual environments attempts
to create technological artifacts that augment human ability (Biocca,
1996), not ones that manipulate human abilities solely for the purpose
of experimentation and observation. Our goal is not to simply observe
distortions in human perception caused by technological artifacts, but
to eliminate unwanted outcomes or, ideally, to augment human abilities.
For example, the glasses with prismatic lenses constructed and used in
the long series of studies on visuo-motor adaptation (e.g., see review
by Welch, 1978) did nothing of practical value outside the logic of the
experiment. The fact that these glasses distorted and interfered with
human vision was a desirable property. So even though perceptual distortions
have been observed in the past, this by itself does not provide any specific,
design relevant knowledge (see Carroll, 1991 on the specificity problem)
on how to engineer head-mounted displays or how human adaptation will
interact with the unique features of different HMD designs. In this design-oriented
study we attempt to answer basic design questions related to human-computer
interaction in virtual environments.
The problem of adaptation is particularly important to the practical problem
of see-through HMD design. It is difficult, if not impossible, for video-based
see-through HMDs to perfectly match the natural viewpoint of the user without
limiting their field of view (FOV) (Edwards et al., 1993). Therefore, for
systems with large FOV some adaptation will most likely be necessary. Such
a system is studied here (see Figure 1). Given the design restrictions of
video see-through HMDs, there will be some perceptual costs. What are they?
Are they acceptable costs? Can they be minimized or eliminated?
This study sought to answer the following questions:
How much will the user's initial motor performance deteriorate because
the present design of video see-through HMDs displaces the eyes forward
and upward?
We predicted that the intersensory conflict initiated by the visual
displacement of our see-through HMD would extract some motor performance
cost. We were interested in obtaining a standard quantitative measure
of the performance cost as a benchmark to be used to compare to the
performance of future designs of see-through HMDs. We also wanted an
estimate of how the cognitive and motor cost might be lessened over
time by practice and adaptation to the eye displacement.
Will users adapt to see-through HMDs and, if so, how quickly?
The extensive literature on adaptation (see reviews in Kaufman, 1974;
Rock, 1966; Welch, 1978) suggests that users should adapt to the see-through
HMD. But much of the relevant research involves adaptation to prism
goggles that displace vision to the side (e.g., Harris, 1965; Held &
Bossom, 1961; Rock, 1966) while our video see-through HMD displaces
the eyes to a location above and forward of the natural location of
the eyes. It was a practical design question to see how quickly and
fully users would adapt to this unnatural "virtual" eye location.
Will adaptation to see-through HMDs lead to negative aftereffects,
and , if so, what is the exact extent of those aftereffects?
If users adapt to the altered eye locations of the video see-through
HMD, then the users' perceptual systems might be miscalibrated for the
real world once they remove the see-through HMD. This negative aftereffect
might be manifested by altered visuo-motor coordination. Again, the
literature on prism adaptation suggested that negative aftereffects
were likely (Kornheiser, 1976; Welch, 1978).
The presence of negative aftereffects has tremendous practical significance
for the use of VEs, especially in medical applications. Consider, for
example, the use of see-through HMDs by surgeons. Some form of safety
protocol would be necessary if use of a video see-through HMD were to
temporarily alter the hand-eye coordination of a surgeon! But the issue
of negative aftereffects extends to many other VR applications as well.
What detrimental negative aftereffects might influence user performance
in applications requiring high levels of hand-eye coordination: e.g.,
engine repair, athletics, weapons aiming.
3. METHOD
The present experiment used a 3 X 2 mixed, experimental design with three
within-subjects and two between-subjects factors. The main within-subjects
factor was type of HMD, the three levels of which were:
- no HMD,
- see-through HMD, and
- a control-model of the HMD (see description in apparatus section below).
The between subjects factor was the order in which the subjects used the
HMDs: see-through HMD first, or the control HMD first. The dependent measures
were: (a) time to complete a manual task (enter pegs in a pegboard) and
(b) pointing accuracy ( x, y, z coordinate space) on a pair of open-loop
(no feedback) pointing tasks.
3.1. Subjects
Fourteen subjects participated in the study, 12 males and 2 females.
All subjects were right-handed and had an interpupillary distance (IPD)
of 64 mm (+/- 1mm). The latter requirement was set to match the parameters
of the equipment as described in the next section. Seven subjects had
no previous experience, one had very little experience, four had some
experience, and two had a lot of experience with HMDs. All subjects had
20/20 or corrected-to-normal vision.
3.2. Apparatus & Measures
Video see-through head-mounted display.The study focused
on the adaptation effects of University of North Carolina's prototype
video see-through HMD (See Figure 1). The main components of the system
are a flight helmet from Virtual Research, opaque HMD using LEEP optics
(Howlett, 1983), and two miniature custom-made fisheye lens video cameras
(Edwards et al., 1993). The fisheye lenses were custom designed and built
to match the FOV of the LEEP optics when integrated in the flight helmet,
and to precisely compensate for the optical distortion of the optical
viewer. The cameras are laterally separated by 64 mm to match the separation
of the LEEP optics of the LCD displays inside the HMD.
A key design feature to note in this study is the location of the cameras
and their effect on vision. Viewers see the real world through the cameras
that are located 62 mm above and 165 mm forward of the viewer's natural
eye point (see Figure 2). When wearing the HMD this altered eye position
has the effect of displacing the images (environment) downward and inward.
Therefore, objects are visually closer and lower down than normal, but,
of course, they are not closer or lower when one reaches out to touch
them. Most users are unaware of this slight change when putting on the
HMD.
On the right is UNC's see-through HMD used in the experiment. Note the
miniature video cameras located on the top of the helmet. On the left
is a control HMD also used in the study. The control HMD was designed
to match the weight, center of mass, and field of view of the test HMD,
but allowed normal direct viewing of the natural environments.
Control head-mounted display. The control HMD (also shown
in Figure 2) was designed to control for the potential effects of the
weight, center of mass, and FOV of the test HMD on task performance. But
the control HMD allowed viewers to directly see the natural environment.
The control HMD matched the weight (7 lb.), center of mass, and FOV (73.7
x 60.8 dg.) of the see-through HMD. The actual field of view for each
subject varied depending on the size and anatomy of the subject's head
since subjects' eyes varied in their distance to the window. Our estimates
were that the FOV of the control HMD would be within 10% on the X dimension
and approximately 11% on the Y dimension. Further, we estimated that the
FOV would be smaller and the bias, therefore, would probably be against
any performance advantage for the control-HMD.
Open-Loop X-Y Pointing Accuracy Measure. Studies of adaptation
require dependent measures of coordination between perceived visual spatial
position and perceived haptic/proprioceptive location. The two must be
measured independently. The X-Y pointing accuracy measure used in this
study was an improved version of a reliable and valid measure of adaptation
with a long history (Held & Gottlieb, 1958). Viewing through a pair of
holes, subjects saw one of four, randomly lit, red LED lights inside the
dark interior of a light sealed box (Figure 3). Subjects were instructed
to touch the light with their right index finger. A calibrated touch screen
captured the exact location touched and provided a measure of X-Y pointing
error. A mirror set at 45 degrees gave the subjects the illusion of seeing
a light straight in front of them while preventing them from seeing their
hand. This feature kept subjects from using sight of their finger to "home
in" on the target or from obtaining feedback as to their accuracy. The
lamp for feedback shown in Figure 3a and 3b was not used in this open-loop
measure, as suggested by the term "open-loop" itself, but was used at
a later stage of the experiment as described in Section 3.
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3 (a)
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3 (b)
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Figure 3: Diagram of the X-Y pointing accuracy measure that allowed
users to point straight ahead at an object without seeing their hand.
This light-sealed box had an opening at the bottom (See 3a). Subjects
looked through view ports to see one of four LED's reflected off a 45
degree two-way mirror (See 3b). To the subjects, the LED's appeared to
shine from the back of the box. Subjects touched the virtual LED's without
seeing their hand or receiving feedback.1 Their pointing accuracy was
recorded on a touch screen as X-Y coordinates.
Figure 4. Representation of the measure of pointing accuracy along the
Z (depth) axis. Subjects pointed at the location of the white peg underneath
a shelf. Subjects received no tactile or visual feedback of their pointing
accuracy. A mirror at 45o allowed data recording using a video camera.
Open -Loop Z Pointing Accuracy Measure. This apparatus
was used as a measure of pointing accuracy along the Z axis. Subjects
were seated in front of a dark shelf from which a white rod protruded
(See Figure 4). The subject's task was to touch the point on the bottom
of the shelf where the rod would protrude if pushed through the shelf.
The shelf prevented subjects from seeing their hand and gauging their
accuracy (no feedback). Pointing accuracy was recorded by a video camera
aimed at a polar grid pasted on the underside of the shelf.
This pegboard task is a standard measure of manual dexterity and hand-eye
coordination. In this experiment it also gave subjects immediate sensory
feedback of the discrepancy between their visual sense of spatial location
and their kinesthetic-proprioceptive sense of location, causing a recalibration
of the latter.
Pegboard Task. This is a standardized test of manual
dexterity (Lafayette Pegboard, model 32027). See Figure 5. The bowl of
pegs was placed in front of the subjects and the board was 1 ft. away
from the bowl. This task requires quick and precise ballistic movements
of the hand. This is the kind of task that requires calibration (or recalibration)
of hand-eye coordination. In cases such as this study where the eye location
has been rearranged, this task should require recalibration of the visuo-motor
system.
3.3. Procedure
Following instructions, various physiological and behavioral trait measurements
(interpupilary distance, depth perception, previous exposure to HMDs)
were taken . These are not reported here. The experimental procedure is
outlined in Table 1.
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Steps in Experimental Procedure
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Measures
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Step 1. The pre-exposure period (baseline performance
without an HMD)
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(a) X,Y,Z measures of pointing accuracy
(b) pegboard task measures
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Step 2. The initial measure (pretest) of the effects of
one or the other of the HMDs on perception.
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(a) X,Y,Z measures of pointing accuracy to determine initial
effect of HMD on pointing.
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Step 3. The exposure period (during which subjects are
exposed to the effects of the control or see-through HMD on their
behavior, and adaptation has a chance to occur)
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(a) pegboard task measure of hand eye coordination
(b) X,Y,Z posttest measures of pointing accuracy to determine
amount of adaptation.
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Step 4. The postexposure period (posttest with no HMD)
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(a) X,Y,Z measures to determine initial aftereffect of HMD use
on pointing accuracy.
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Table 1. Experimental Procedure.
Step 1. Preexposure period. Prior to putting on the see-through
or control HMD, subjects were measured for their baseline performance on
pointing accuracy (5 trials each) and speed on the pegboard task (10 trials).
For each pegboard trial, subjects began by pressing the button on a stopwatch.
After they inserted all the pegs in a left-to-right and top to bottom order,
they turned off the stopwatch. The experimenter recorded the time. Subjects
could not see the face of the stopwatch, nor were they given any feedback
about their performance.
Step 2. Initial measure of effects of HMD. Following the
preexposure period, subjects stood up and experimenters assisted them
in putting on the HMD. Depending on the order to which subjects had been
assigned, subjects either put on the see-through HMD or the control HMD
following the baseline tasks. Subjects walked over to the measurement
devices. They were pretested on the pointing accuracy measures (pretest
X,Y,Z measures: 5 trials each).
Step 3. Exposure period. Subjects returned to the table
and performed 10 timed trials of the pegboard task following the same
procedure used during the preexposure period. It is important to note
that this pegboard task served a number of purposes in this step of the
experiment: (1) It was the first and only time that subjects had the opportunity
to observe the effect of the HMD on their hand-eye coordination. The subjects
repeated the hand-eye coordination task of quickly putting small pegs
in the holes 250 times (10 trials X 25 pegs per trial). This allowed for
visuo-motor adaptation to the HMD. (2) the 10 timed trials allowed the
experimenters to observe the gradual process of adaptation and how practice
and experience in the new environment diminished the initial effects of
the HMD on performance.
After 10 trials of the pegboard task, subjects returned to the measurement
devices and were measured once again for their pointing accuracy while
still wearing the HMD (posttest X,Y,Z measures: 5 trials each).
Step 4. Post-exposure period. Subjects removed the HMD
and performed the X, Y, Z pointing accuracy measures (5 trials each).
This measured was used to detect the presence of differences between their
pointing accuracy before-and-after using the HMDs.
Following a 5 minute rest seated at a chair, subjects repeated the same
sequence of tasks and measures wearing the other HMD. If they wore the
see-through HMD helmet in the first part of the experiment, they now wore
the control HMD and vice-versa.
After the experiment, subjects were treated to a sequence of closed
loop (feedback) trials of the X-Y pointing measure to recalibrate their
visuo-motor coordination to normal. They then filled out a short simulation
sickness questionnaire (not reported here).
4. RESULTS
4.1. Effect of See-Through HMD Usage on Manual Task Performance
The times to complete the manual pegboard task are reported in Figure
6. A 3 X 2 X 10 (type of HMD X HMD order X repetition) mixed, repeated
measures analysis of variance was conducted on completion times for the
pegboard task. HMD type significantly affected subjects' time to perform
the manual task [F (2, 22) = 102.45, p < .001]. When using the see-through
HMD (Mean = 76 sec.), subjects took an average 43% longer than their baseline
performance with no HMD (Mean = 53 sec.) or the control HMD (Mean = 51
sec.). Subjects' performance times improved over the 10 trials. There
was no effect for the order in which the subjects used the HMDs [F (1,
11) = 1.21, p = .21].
4.2. Effect of See-Through HMD Usage on Hand-Eye Coordination
Figure 7 shows the amount of error subjects made when pointing at a target
without visual feedback of their hand location. The pointing errors are
presented for each spatial dimension: (a) X dimension, left-or-right pointing
errors; (b) Y dimension, up-or-down pointing errors; and (c) Z dimension,
front-or-back pointing errors. The first value in each graph (Figures 7a,b,c)
is the baseline value. This value was obtained at the beginning of the experiment
when the subjects had not yet put on any HMD. This is followed by bars for
pointing errors when the subjects wore the control HMD or the see-through
HMD.
In some dimensions there was a significant effect when subjects used
the control HMD either before or after the see-through HMD. In those cases,
the control HMD data are shown for both orders of HMD use.
A 2 X 2 X 3 X 5 (type of HMD X HMD order X measurement stage X repetition)
mixed, repeated measures analysis of covariance was conducted. The measurement
stages were a) before conducting the pegboard task, b) after the task,
and c) after removing the HMD. The covariate was baseline-pointing error
(no HMD). The between subjects factor was order of HMD use. The dependent
variable was pointing accuracy along each of the three spatial dimensions.
Separate analyses were conducted for errors along the X, Y, and Z dimensions.
Pointing Errors Along the X Dimension (left-right of target) See
Figure 7a. Although errors appear slightly higher when subjects used the
control HMD, type of HMD had no effect on subjects' ability to point accurately
on a target along the X dimension [F (1, 11) = .98, p = .35]. Effects
for order of HMD usage [ F (1, 11) = 1.83, p = .20] and measurement stage
[ F (2, 22) = 1.01, p = .38] are not significant.
Figure 7. Effect of HMD type on pointing errors in each spatial dimension
(X,Y,Z). (Subjects are wearing the HMD when measured.)
Figure 8. Aftereffect of HMD Type on Pointing Errors by Spatial Dimension.
(Subjects are not wearing a HMD when measured).
Pointing Errors Along the Y Dimension (up-down of target).
There was a significant main effect for type of HMD on pointing accuracy
along the Y dimension [F (1, 11) = 9.77, p < .01] See Figure 7b. When
subjects were wearing the see-through HMD that displaced their vision
upwards, they tended to point downward of the actual target position.
The maximum amount of error was 27mm, or only 41% of the amount of eye
displacement along the Y axis (65mm). There also was a main effect of
measurement stage (i.e., pre-posttest) [F (2, 22) = 8.21, p < .002] as
well as an interaction of type of HMD by measurement stage [F (2, 22)
= 30.85, p < .0001]. Subjects' errors tended to decrease following their
completion of the manual task while wearing a HMD, but this adaptation
effect appears restricted to usage of the see-through HMD.
Pointing Errors Along the Z Dimension (front-back of target).See
Figure 7c. There was a significant main effect of type of HMD on pointing
accuracy along the Z dimension [F (1, 7) = 63.29, p < .0001]. When subjects
wore the see-through HMD that displaced their vision forward, they tended
to point short of the target. The maximum amount of error was 65 mm, or
only 39% of the amount of eye displacement along the z axis (165mm). There
was a main effect of measurement stage [F (2, 14) = 174.76, p < .0001].
Subjects' errors were less pronounced after they conducted a manual task
using the HMD. Although there was no main effect for the order of HMD
usage [F (1, 7) = 1.35, p < .28], there was an interaction of measurement
stage and order [F (2, 14) = 4.92, p < .03] as well as an interaction
of type of HMD by measurement stage [F (2, 22) = 28.25, p < .001]. There
appears to be no effect when the control HMD preceded use of a see-through
HMD. When the control HMD was used after, there appears to be an effect
on pointing error. This may be due to residual aftereffects from the see-through
HMD.
4.3. HMD Use And Negative Aftereffects On Hand-Eye Coordination
The presence of negative aftereffects is commonly used as one of the more
telling indicators of adaptation (Reason, 1975). Figure 8 isolates pointing
accuracy at four times when subjects are wearing no HMD. After subjects
removed the see-through HMD, there was evidence of negative aftereffects
in their hand-eye pointing accuracy as compared to their baseline performance
for the Y and Z dimensions. For the Y dimension Figure 8 shows part of the
interaction of type of HMD by measurement stage [F (2, 22) = 30.85, p <
.0001]. Subjects had the highest level of aftereffects following usage of
the see-through HMD.
For pointing on the Z dimension there was an interaction of type of
HMD by measurement stage [F (2, 22) = 28.25, p < .001] as well as interaction
of measurement stage and order [F (2, 14) = 4.92, p < .03]. This interaction
is apparent in Figure 8. The different pointing error values for the control
HMD when used before or after use of the see-through HMD along Z dimension
indicate the presence of the significant interaction of order with measurement
stage. The aftereffects following the order the see-through HMD is used
first appeared to persist and were still present when the control HMD
follows use of the see-through HMD.
5. DISCUSSION
The results suggest that the design of see-through video HMD slightly altered
the perceptual experience of the users. The HMD slightly displaced their
eye position to the location of the cameras. Because the cameras were forward
of their normal eye position (165mm), objects appeared slightly closer than
normal. Because the cameras were slightly above their normal eye position
(62 mm), objects appeared slightly lower than normal (they looked down on
objects). These small changes appeared to have triggered visuo-motor adaptation
in the users.
This study asked three main research questions regarding the consequences
of this adaptation. The discussion is organized around answers to these
questions.
5.1. Research Question 1: How much will the user's initial motor performance
deteriorate because the present design of video see-through HMDs displaces
the eyes forward and upward?
5.1.1. Effect of the use of the video see-through HMD on manual task
performance
The see-through HMD appeared to have a significant effect on the visuo-motor
performance. Performance on a manual task requiring hand-eye coordination
took 43% longer with the see-through HMD (see Figure 6). This decline
in human performance appeared to be caused by intersensory conflict between
the visual system and the kinesthetic system. After the subjects put on
the see-through HMD, their hand motions were uncertain and tentative.
When subjects quickly reached for the peg holes with the pegs, subjects
significantly overshot the peg holes in the initial trials. There was
a reduction of the effect of the see-through HMD. Errors stabilized near
the end of the 10 trials as can be seen in Figure 6.
5.1.2. The Effect Of Video See-Through HMDs On Hand-Eye Coordination.
The discoordination of visual space and kinesthetic space appeared to be
the cause of the initial decline in human performance. The presence of this
discoordination is seen in the pointing errors. Subjects could not accurately
point at objects that they saw because their eyes and hands were discoordinated
by the visual displacement of the see-through HMD. Pointing errors, which
were on average low at baseline, increased by several 100% after putting
on the see-through HMD.
As expected, the pointing errors were greatest along the spatial dimensions
displaced by the see-through HMD. The errors were systematic. Because
their virtual eye position was moved up, images appeared lower than normal.
But their kinesthetic system continued to point as if vision had not changed.
Subjects' artificial "taller" point-of-view made them point lower than
the target. See data on the effect of the see-through HMD for the Y axis
(above-below target) in Figure 7. Likewise with virtual-eye position also
pushed forward, objects appeared closer. Subjects erred by underreaching
for objects before adaptation. See data on the effect of the see-through
HMD for the Z axis (forward-back of target) in Figure 7. Because their
vision was displaced along 2.5 times more along the Z dimension than along
the Y dimension, errors were much greater in the Z dimension.
5.2. Research Question 2: Will users adapt to see-through HMDs and,
if so, how quickly?
Subjects began to adapt almost immediately upon putting on the HMD. See
the error levels in Figure 7 before the manual pegboard task. On average
the subjects' errors were only 40% of the amount of displacement. Because
error does not have a perfect one-for-one correspondence with the amount
of displacement, this shows that subjects were able to make some immediate
compensation for the displacement. Part of this compensation may have derived
from simply observing the HMD prior to putting it on and from minimal interaction
with the physical environment while walking six feet over to the measures.
The amount of error dropped further (by about 1/3) as subjects further
adapted to the sensory rearrangement while performing a task that required
quick and precise hand motion. See the lower error rates after the manual
task in Figure 7. Error rates would probably have dropped further if subjects
had worn the see-through HMD for a longer period of time. The designers
of the HMD hoped that users would adapt quickly. There is evidence of
quick, if not complete adaptation, by users. The rapid, careful hand movement
of the pegboard task led to quick adaptation in little more than 15 minutes.
The pegboard task required careful movements similar to those to those
found in surgery, but allowed for far more precise control and measurement.
The quick adaptation with this task leads of the expectation of similar
adaptation in other hand-eye coordination tasks such as those found in
surgery.
The study did not have subjects wear the HMD for an extended period
until they had fully adapted and reached baseline (no HMD) performance
levels. Previous research on adaptation suggests that with continued practice
the subjects might have performed at speeds close to their pre-exposure,
baseline speeds. But after 10 trials and approximately 15 minutes of practice
inserting a total of 250 small steel pegs, the lines in Figure 6 are somewhat
parallel. This suggests that achievement of baseline performance might
take quite a few more trials of extended practice. But even if subjects
adapted to the visual displacement, they would also have to adapt to the
poorer resolution and the more limited field of view of the video see-through
HMD as compared to unmediated vision. The overall effect on vision may
prevent performance from reaching levels exhibited without the HMD.
5.3. Research Question 3: Will adaptation to see-through HMDs lead to
negative aftereffects, and what is the exact extent of those aftereffects?
In the previous section it was reported that subjects began to adapt to
the visual displacement of the see-through HMD. This is what the designers
of this generation of video see-through HMDs expected. It appears that users
can adapt quickly, if not always completely, to imperfections in see-through
HMDs. But there may be a cost.
Unfortunately, this desirable adaptation to the virtual environment
may be linked to a undesired outcome for the user in the physical environment.
Figure 8 shows the presence of significant negative aftereffects when
the subjects removed the see-through HMD. After experiencing the altered
spatial dimensions of the virtual environment, the users automatically
recalibrated their visuo-motor system. The visuo-motor system was still
calibrated for the virtual environment once the see-through HMD was removed.
Subjects reentered the physical environment and found that adaptation
to the virtual environment altered their performance. The HMD removed,
subjects exhibited a negative aftereffect, overshooting the target in
the pointing task in a direction opposite the errors made when they entered
the virtual environment. The effects with the HMD are consistent with
the effects one would predict from perceptual adaptation studies using
other forms of visual displacement (see review by Welch, 1978).
5.4. Some Limitations Of The Study
Although the control HMD matched the weight, center of mass, field of view
and discomfort of the see-through HMD, it failed to control for the poorer
resolution of the latter unit. Some of the effect on task performance times
may be attributable to poor visual resolution, although the subjects all
said that they could clearly see the holes on the pegboard. Although the
light conditions in the real world were kept the same in all conditions,
some subjects reported that their hand cast shadows on the pegboard when
placing the pegs, shadows that seemed to affect them only when wearing the
video see-through HMD. While poor resolution or lighting might have contributed
slightly to the poorer performance on the pegboard task, it is highly unlikely
that they contributed in any significant way to the strong displacement
in pointing observed in the subjects.
The mixed design allowed us to observe the effect of HMD on performance
either in a between subjects analysis or a within subjects analysis. We
anticipated the aftereffect might carryover across the within subject
conditions. By counterbalancing the order in which the HMDs were used,
we were able to demonstrate that this aftereffect only carried over and
persisted when the see-through HMD was used, and not when the control
HMD occurred first. But this may introduce additional and undesirable
complexity into the analysis. While this design is more efficient in terms
of time, reviewers have suggested that researchers designing similar studies
might preferably eliminate the carry over aftereffect across within-subject
conditions by separating the use of the HMDs by one full day.
6. IMPLICATIONS FOR THE DESIGN OF SEE-THROUGH HMDS
The purpose of this study was to provide some guidance to the design of
see-through HMDs. Below we address some of these design questions. In general,
we can see two different paths to making see-through HMDs workable and useful:
(1) strive for technology that better matches human vision, and/or (2) capitalize
the ability of human beings to adapt to new environments. While trying to
engineer the technology to overcome unavoidable imperfections, a parallel
effort might focus on understanding how well users can adapt to the limitations
of the systems (e.g., Welch, 1995). The results of the study support the
proposition that both approaches should be undertaken simultaneously --
the user and the interface should be adapted to each other.
6. 1. What are some of the design options for minimizing the effects
found with this generation of see-through HMDs ?
Like many engineering choices, improvements in see-through HMDs involve
tradeoffs. Given the present design parameters, a decrease in eye displacement
leads to a drop in field-of-view (FOV). Depending on the task to be performed,
several strategies can be pursued. If the task does not require a wide FOV,
designers can reduce FOV until displacement of the eye position is so small
that the human observer can adapt quickly and completely to the virtual
environment. Readaptation to the real world would also be quicker once the
HMD is removed. As for aftereffects, further studies are needed to quantify
rates of readaptation to the real world.
Another solution is to completely redesign the system (video-cameras/viewer)
so that the visual displacement is reduced to zero. But this solution
will trade its achievement of zero visual displacement against FOV, simplicity
of design, and perhaps some comfort to the user. If a large FOV is mandatory,
a redesign of the viewer needs to be undertaken. For example, designers
might consider a tiling technique using several small displays to increase
the FOV without loosing resolution and compactness (Kaiser, 1992; Rolland
et al., 1994). The more compact the system, the less visual displacement
it will have. In this scenario the video camera input will either cover
a smaller FOV than that provided by the viewer or be segmented to be tiled
on different displays.
Absolute zero eye displacement may not be necessary. Maximum pointing
errors were only about 40% of the virtual eye displacement. This suggests
that pointing errors might become negligible before the virtual eye displacement
reaches zero. The effectiveness of future designs can be measured to see
if they lessen the pointing error rates found in this study. The measures
used in this study and other standardized, reproducible measures could
provide benchmarks for assessing the relative human performance value
of various competing designs.
6..2. What are the implications for use of this generation of see-through
HMDs by specialized user populations, such as surgeons, who depend heavily
on the hand-eye coordination?
If the prototype involves significant visual displacement, then the results
suggests that designers need to proceed cautiously. Surgeons and other medical
professionals are the intended early users of some of these early see-through
HMDs. Hand-eye recalibration for highly skilled users like surgeons could
have potentially disturbing consequences if the surgeon were to perform
surgery within some period after use of this generation of video see-through
HMDs. Given the extremely high cost of hand-eye coordination errors for
user populations like surgeons, designers should probably not risk the assumption
that the negative aftereffect will "dissipate quickly." Therefore, the presence
of negative aftereffects has some potentially disturbing practical implications
for the diffusion of see-through HMDs in medical environments. But in general,
the results from this study and the literature on perceptual adaptation
suggest that human observers might adapt quickly to small visual displacements,
that the effects are often short lived, and that overtime users will exhibit
less perceptual costs when moving back-and-forth between virtual or augmented
reality and physical reality.
6.3. How long might the negative aftereffects persist?
Our study was not designed to directly test this question. In this experiment
the effect of the see-through HMD lasted long enough to disrupt the performance
of those subjects who wore the control HMD after the see-through HMD. Therefore,
the negative aftereffect was measurable for at least 1/2 hr. after exposure
to the see-through HMD. The duration the negative aftereffect can diminish
over time and be eliminated more quickly with procedures promoting readaptation
to the physical environment. For example, Welch (1995) suggests that effects
might be minimized by a program of exposure in which users develop dual
adaptation (Welch et al., 1993) to the real and virtual environment. In
dual adaptation, repeated alternation between adapting to a virtual rearrangement
and "readaptation" to the normal sensory environment may lead to the acquisition
of separate and independent adaptations to each. The presence of these independent
adaptations may be manifested in one or more ways: (1) progressively more
rapid adaptations, (2) progressively greater adaptation for a given amount
of exposure, and/or (3) progressively less visual or visuo-motor disruption
when making the transition between the two sensory environments.
7. CONCLUSION
This study has demonstrated one way in which the sensory system begins to
change immediately in response to altered sensory environments common in
virtual environment design. A full exploration of the effects of sensory
rearrangement may be central to our understanding of how to better design
immersive and augmented virtual environments. Immersive VR alters the relationship
of the senses to each other. These rearrangements are likely to be necessary
because VE illusions will not perfectly simulate all the relevant variables
in "natural" environments for several decades. To use an immersive VR system
effectively, users may have to perceptually adapt to the displays. In the
short term, the users' senses must learn to use what are really extensions
of the senses -- sensory prostheses. Because VE technology will not be able
to produce a seamless intersensory fidelity in the foreseeable future, research
on the adaptive power of the human user is likely to be of continued value
to VE designers.
ACKNOWLEDGMENTS
This work was supported under an ARPA grant DABT 63-93-C-0048, an ONR grant
N00014-94-1-0503, and a University of North Carolina Research Council grant.
The study was conducted while both authors were at the University of North
Carolina in Chapel Hill. The authors would like to acknowledge the help
of R. Welch for his valuable advice before the study and on the draft, Todd
Barlow for his help with running human subjects and organizing the collected
data, J. Wojtkowych and Anantha Kancherla for work on the measurement apparatus,
and Terry Yoo and David Harrison for their assistance with calibrating the
miniature video cameras. Finally, we must acknowledge the contribution of
the subjects who volunteered to participate in this physically tiring study.
An earlier version of this article appeared in the proceedings of Virtual
reality annual international symposium' 95 (VRAIS, '95).
1 The lamp at the bottom of the figures 3a and 3b was not used during
the experiment, it was only used at the end. A closed loop pointing procedure
was used to "recalibrate" the subjects' hand-eye coordination back to
the physical world
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