Your Contact Information
A Comparative Study of Interaction
Performance in
Head Mounted Display and Stereoscopic
Wide Screen Display
Your URL or Logo (on every slide)
Introduction
HMD and SWD
Interaction Performance
Performance Evaluation
Conclusion
Outline
Our brains do a magnificent work to
process visual stimuli.
Optical illusions can trick our minds into
believing what we're seeing is real.
virtual and mixed reality technologies take
advantage of this little loophole in our
brain to help us accept the unreal.
Introduction
Virtual reality (VR) is
The application of computing technology
Create images of 3D scenes
Users can navigate and interact with an environment via
input/output devices(Lin et al. 2015).
Introduction
Successful VR
 Creating acceptable substitutes and sometimes outperform
physical environments
 They take no space and can be accurate and realistic
 They can be animated, illuminated, copied, and shared;
 Users can navigate and interact with them
(Lin et al. 2015).
VR Applications
 Medical treatment of Autism
Spectrum Disorder (Cox et al.
2017)
 Social stress (Hesse et al. 2017)
 Training, education-geography
learning (Lv et al. 2017)
 Entertainment, sports, and gaming,
concurrent engineering (Vince
Virtual reality  intruction Conference pptx
Disappointments,
The poor capability of VR to transfer spatial
knowledge to the real-world distance estimation
poor distance perception
HMD and SWD
Worn on the head of
the user
A computer graphics display
Displayed graphics
are continuously in
front of the eyes.
Include headphones
for audio, conjunction
with trackers
Projection wide screens
Loudspeakers
Polarized 3D glasses to
provide a stereoscopic
stimulation
Interaction Performance
.
Task Performance Technique Performance with human effect
Speed
Accuracy
Spatial Awareness
Quality of task
completion
Easy of use
Easy of learning
User comfort
Expressiveness
Information gathering
Unobtrusiveness
Presence
Affordance
Qualitative
experience of user
As reviewed by (Bowman, 1999)
Performance Evaluation
HMD
The whole world “rotates”
More sensitive to head
rotation errors
Significant reduction in
task
Causes distortion, which
requires computational
correction.
Projection
The whole world “ move by
only a few inches.”
Do not have distortion
problems.
Do not operate well in bright
environments.
Presence and Comfort
Presence is defined as the subjective
experience of being in one place.
Experiencing discomfort as a side effect of
using VR systems has been the largest
threat to widespread adoption of the
technology over the past decades.
Virtual reality  intruction Conference pptx
Virtual reality  intruction Conference pptx
Our brains do a magnificent amount of work to
process visual stimuli.
Optical illusions can trick our minds into
believing what we're seeing is real.
virtual and mixed reality technologies take
advantage of this little loophole in our brain to
help us accept the unreal.
Introduction
The best case is that you replace these words with
pictures. But to brainstorm, bullet points aren’t a bad
place to start. Also you can experiment with using
presentation notes (but those keep you at the podium.)
What are we going to
learn? (and why it’s
important to learn now).
Why you should listen to
me.
The specific takeaways
you’ll get.
The problem.
The solution.
No need to fill out this slide, just a place
keeper to introduce the second of “before
and after” narratives and case studies.
The before and after.
Ideally narratives that expose your
shortcomings, encounter objections, or
illuminate key elements of the solution.
Before situation #1.
After situation #1.
Before situation #2.
After situation #2.
Before situation #3.
After situation #3.
Be sure to outline how your audience can
avoid these mistakes.
The mistakes people
make.
What you can do to take
action now.
YourURL.com/Conference
Your Twitter or Email
Your Q and A Slide

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Virtual reality intruction Conference pptx

  • 1. Your Contact Information A Comparative Study of Interaction Performance in Head Mounted Display and Stereoscopic Wide Screen Display Your URL or Logo (on every slide)
  • 2. Introduction HMD and SWD Interaction Performance Performance Evaluation Conclusion Outline
  • 3. Our brains do a magnificent work to process visual stimuli. Optical illusions can trick our minds into believing what we're seeing is real. virtual and mixed reality technologies take advantage of this little loophole in our brain to help us accept the unreal. Introduction
  • 4. Virtual reality (VR) is The application of computing technology Create images of 3D scenes Users can navigate and interact with an environment via input/output devices(Lin et al. 2015). Introduction
  • 5. Successful VR  Creating acceptable substitutes and sometimes outperform physical environments  They take no space and can be accurate and realistic  They can be animated, illuminated, copied, and shared;  Users can navigate and interact with them (Lin et al. 2015).
  • 6. VR Applications  Medical treatment of Autism Spectrum Disorder (Cox et al. 2017)  Social stress (Hesse et al. 2017)  Training, education-geography learning (Lv et al. 2017)  Entertainment, sports, and gaming, concurrent engineering (Vince
  • 8. Disappointments, The poor capability of VR to transfer spatial knowledge to the real-world distance estimation poor distance perception
  • 9. HMD and SWD Worn on the head of the user A computer graphics display Displayed graphics are continuously in front of the eyes. Include headphones for audio, conjunction with trackers Projection wide screens Loudspeakers Polarized 3D glasses to provide a stereoscopic stimulation
  • 10. Interaction Performance . Task Performance Technique Performance with human effect Speed Accuracy Spatial Awareness Quality of task completion Easy of use Easy of learning User comfort Expressiveness Information gathering Unobtrusiveness Presence Affordance Qualitative experience of user As reviewed by (Bowman, 1999)
  • 11. Performance Evaluation HMD The whole world “rotates” More sensitive to head rotation errors Significant reduction in task Causes distortion, which requires computational correction. Projection The whole world “ move by only a few inches.” Do not have distortion problems. Do not operate well in bright environments.
  • 12. Presence and Comfort Presence is defined as the subjective experience of being in one place. Experiencing discomfort as a side effect of using VR systems has been the largest threat to widespread adoption of the technology over the past decades.
  • 15. Our brains do a magnificent amount of work to process visual stimuli. Optical illusions can trick our minds into believing what we're seeing is real. virtual and mixed reality technologies take advantage of this little loophole in our brain to help us accept the unreal. Introduction
  • 16. The best case is that you replace these words with pictures. But to brainstorm, bullet points aren’t a bad place to start. Also you can experiment with using presentation notes (but those keep you at the podium.) What are we going to learn? (and why it’s important to learn now).
  • 17. Why you should listen to me.
  • 21. No need to fill out this slide, just a place keeper to introduce the second of “before and after” narratives and case studies. The before and after.
  • 22. Ideally narratives that expose your shortcomings, encounter objections, or illuminate key elements of the solution. Before situation #1.
  • 28. Be sure to outline how your audience can avoid these mistakes. The mistakes people make.
  • 29. What you can do to take action now.
  • 30. YourURL.com/Conference Your Twitter or Email Your Q and A Slide