VR headset

VR 耳机
  • 文章类型: Journal Article
    呼吸速率被认为是基本的生命体征之一,并且是生理状态的高度信息指标。鉴于心脏活动的监测不如呼吸监测复杂,已经开发了各种算法来从心脏活动估计呼吸活动。然而,在实验室条件之外从心脏活动中估计呼吸频率仍然是一个挑战.当使用具有新颖传感器放置的新可穿戴设备时,挑战甚至更大。在本文中,我们提出了一种新颖的算法,用于根据光电体积描记术(PPG)数据估算呼吸率,该数据是从头戴式虚拟现实面罩获取的,该面罩配备了放置在受试者额头上的PPG传感器。该算法基于高级信号处理和机器学习技术,并包括新颖的质量评估和运动伪影去除程序。使用两个单独的数据集,其中包含来自总共37名受试者的数据,对所提出的算法进行了评估,并与相关工作中的现有方法进行了比较。大量实验表明,该算法优于比较算法,实现每分钟呼吸1.38次的平均绝对误差和0.86的皮尔逊相关系数。这些结果表明,基于从头戴式设备采集的PPG数据,呼吸率的可靠估计是可能的。
    Breathing rate is considered one of the fundamental vital signs and a highly informative indicator of physiological state. Given that the monitoring of heart activity is less complex than the monitoring of breathing, a variety of algorithms have been developed to estimate breathing activity from heart activity. However, estimating breathing rate from heart activity outside of laboratory conditions is still a challenge. The challenge is even greater when new wearable devices with novel sensor placements are being used. In this paper, we present a novel algorithm for breathing rate estimation from photoplethysmography (PPG) data acquired from a head-worn virtual reality mask equipped with a PPG sensor placed on the forehead of a subject. The algorithm is based on advanced signal processing and machine learning techniques and includes a novel quality assessment and motion artifacts removal procedure. The proposed algorithm is evaluated and compared to existing approaches from the related work using two separate datasets that contains data from a total of 37 subjects overall. Numerous experiments show that the proposed algorithm outperforms the compared algorithms, achieving a mean absolute error of 1.38 breaths per minute and a Pearson\'s correlation coefficient of 0.86. These results indicate that reliable estimation of breathing rate is possible based on PPG data acquired from a head-worn device.
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  • 文章类型: Journal Article
    目的:闪烁对保护眼睛有重要作用,电脑的使用与眨眼率的降低有关。这项研究的目的是评估虚拟现实耳机对闪烁和脂质层厚度的影响,并将这些数据与与传统桌面监视器相关的数据进行比较。
    方法:进行了两个实验,以比较使用虚拟现实耳机(FOVE)20分钟和使用桌面监视器20分钟对眨眼频率和眨眼长度(实验1,15名参与者)以及通过Lipiview测量的脂质层厚度(实验2,12名参与者)的影响。
    结果:在第一个实验中,闪烁率[F(1.83)=4.3,P=0.04,β=0.36]和持续时间[F(1.83)=13,P=0.001,β=0.35]随时间增加,但在两种情况(耳机与桌面显示器)闪烁速率[rmANOVAF(1.11)=0.01,P=0.92;耳机:15.1闪烁,95%CI:12.6至17.6闪烁;台式机:14.6闪烁,95%CI:13.6至15.7闪烁]或闪烁持续时间[rmANOVAF(1.11)=4.534,P=0.06;耳机:205.75ms,95%CI:200.9至210.6ms;台式机:202.82ms,95%CI:198.2至207.5ms]。然而,观察到强烈的个体差异。通过问卷对模拟器病和视疲劳的评估显示两种情况之间没有显着差异(SSQ模拟器病问卷:V=46,P=0.62;VFQ视疲劳问卷:V=15.5,P=0.13)。在第二个实验中,使用VR耳机后脂质层厚度显着增加[F(1.18)=11.03,P=0.004,耳机:76.2nm,台式机:58.8nm]。
    结论:就建议而言,在适度曝光(20分钟)期间,虚拟现实耳机对眨眼持续时间和频率的影响与传统桌面监视器相当。然而,观察到的强烈的个体差异,缺乏可靠的测试来评估这种个体的敏感性,实验2中脂质层厚度的显着增加表明了更详细研究的价值,特别是考虑到更长的暴露时间和其他泪膜参数。
    OBJECTIVE: Blinking plays an important role in protecting the eyes, and the use of computers has been associated with a reduction in the blink rate. The goal of this study was to evaluate the effect of a virtual reality headset on blinking and lipid layer thickness and to compare these data to those associated with a conventional desktop monitor.
    METHODS: Two experiments were performed to compare the effect of 20minutes of use of a virtual reality headset (FOVE) and 20minutes of use of a desktop monitor on the frequency and length of blinks (experiment 1, 15 participants) and on the thickness of the lipid layer as measured by Lipiview (experiment 2, 12 participants).
    RESULTS: In the first experiment, the blink rate [F(1.83)=4.3, P=0.04, β=0.36] and duration [F(1.83)=13, P=0.001, β=0.35] increased with time under both conditions, but no statistical difference was found between the two conditions (headset vs. desktop monitor) either for blink rate [rmANOVA F(1.11)=0.01, P=0.92; headset: 15.1 blinks, 95% CI: 12.6 to 17.6 blinks; desktop: 14.6 blinks, 95% CI: 13.6 to 15.7 blinks] or for blink duration [rmANOVA F(1.11)=4.534, P=0.06; headset: 205.75ms, 95% CI: 200.9 to 210.6ms; desktop: 202.82ms, 95% CI: 198.2 to 207.5ms]. However, strong individual variations were observed. Evaluation of simulator sickness and visual fatigue by questionnaire showed no significant differences between the two conditions (SSQ simulator sickness questionnaire: V=46, P=0.62; VFQ visual fatigue questionnaire: V=15.5, P=0.13). In the second experiment, the lipid layer thickness increased significantly after use of the VR headset [F(1.18)=11.03, P=0.004, headset: 76.2nm, desktop: 58.8nm].
    CONCLUSIONS: In terms of recommendations, the effect of virtual reality headsets on blink duration and frequency during a moderate exposure (20minutes) is comparable to that of a conventional desktop monitor. However, the strong individual variations observed, the lack of reliable tests to evaluate this individual sensitivity, and the significant increase in lipid layer thickness in experiment 2 suggest the value of a more detailed investigation, in particular with consideration of a longer exposure time and other tear film parameters.
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  • 文章类型: Journal Article
    目前还没有完全了解人们在身体中的确切位置,尤其是在虚拟现实中。为了调查这一点,我们要求参与者用虚拟指针直接指向他们自己和他们身体的几个部位,在两个虚拟现实(VR)设置中,VR耳机和大屏幕沉浸式显示器(LSID)。根据VR设置,指向身体部位的距离误差存在差异。参与者相对准确地指出了他们的许多身体部位(即,眼睛,鼻子,下巴,肩膀,和腰部)。然而,在两个VR设置中,当他们指向脚和膝盖时,他们指向太低,和头部的顶部太高(在VR耳机中的更大范围)。考虑到这些扭曲,根据感知的身体来考虑发现的指向自我的位置,根据参与者在两个VR设置中指向自己身体部位的位置。从感知身体的角度指向自我主要是面部,上其次是下,以及一些躯干区域。在感知身体方面,VR条件对指向自我没有显着的总体影响(但是,如果仅考虑物理身体(所测量的),则VR会产生显着影响)。在VR之外的纸笔任务中,通过指向简单身体轮廓的图片(身体模板任务)来执行,参与者大多指向上躯干。讨论了在VR设置中指向自我与身体模板任务之间的差异的可能解释。这项研究的主要发现是,VR设置会影响人们指向身体部位的位置,但不是对自己,当感知而不是物理身体部位被考虑时。
    It is currently not fully understood where people precisely locate themselves in their bodies, particularly in virtual reality. To investigate this, we asked participants to point directly at themselves and to several of their body parts with a virtual pointer, in two virtual reality (VR) setups, a VR headset and a large-screen immersive display (LSID). There was a difference in distance error in pointing to body parts depending on VR setup. Participants pointed relatively accurately to many of their body parts (i.e., eyes, nose, chin, shoulders, and waist). However, in both VR setups when pointing to the feet and the knees they pointed too low, and for the top of the head too high (to larger extents in the VR headset). Taking these distortions into account, the locations found for pointing to self were considered in terms of perceived bodies, based on where the participants had pointed to their body parts in the two VR setups. Pointing to self in terms of the perceived body was mostly to the face, the upper followed by the lower, as well as some to the torso regions. There was no significant overall effect of VR condition for pointing to self in terms of the perceived body (but there was a significant effect of VR if only the physical body (as measured) was considered). In a paper-and-pencil task outside of VR, performed by pointing on a picture of a simple body outline (body template task), participants pointed most to the upper torso. Possible explanations for the differences between pointing to self in the VR setups and the body template task are discussed. The main finding of this study is that the VR setup influences where people point to their body parts, but not to themselves, when perceived and not physical body parts are considered.
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  • 文章类型: Journal Article
    背景:消费者虚拟现实(VR)设备在市场上越来越普遍,但是由VR设备引起的网络疾病限制了它们的潜在应用和推广。已发现刺激可有效减少网络症状。然而,在以前的形式中,更有效的刺激方式是侵入式或电动,这很难应用于日常VR使用。
    目的:在本研究中,我们的目标是找到一种既简单又更有效的刺激方法,穴位按摩加针灸疗法(AcP+),以减少VR应用程序中由网络疾病引起的不利影响。
    方法:在本研究中,我们设置了三个条件:穴位按摩加针灸(AcP)(主要关注条件),指压与假针灸(AcP),和无刺激条件(NoAcP)。在AcP和AcP+条件下,在使用VR耳机进行视频观看任务之前,我们在P6点上应用了针灸疗法或针灸疗法,在NoAcP条件下,参与者在视频观看任务之前没有接受特殊治疗.我们使用问卷调查来测量网络疾病的症状,并比较这三种情况之间的结果,尤其是指压加针刺(AcP+)和指压(AcP)之间,以检查AcP+的效果,并将AcP和AcP+与NoAcP进行比较,以证实刺激的效果。
    结果:参与者报告说,在两种刺激方法中,网络病恶心的症状明显减少,与NoAcP相比;在视觉动眼方面,AcP+比AcP更有效地对抗网络病,并促进了网络疾病的恢复。
    结论:开发指压设备并在VR应用之前施加刺激以减少网络病将是有希望的。
    BACKGROUND: Consumer virtual reality (VR) devices are becoming more prevalent in the market, but cybersickness induced by VR devices limits their potential application and promotion. Acustimulation has been found effective in reducing cybersickness symptoms. However, in previous forms, the more effective way of acustimulation is either intrusive or electrical which is hard to be applied to daily VR use.
    OBJECTIVE: In this study, we aimed to find a both simple and more effective acustimulation approach, acupressure plus acupaste (AcP+) to reducing the adverse effects caused by cybersickness from VR applications.
    METHODS: In this study, we set three conditions: acupressure plus acupaste (AcP+) (main condition of interest), acupressure with fake acupaste (AcP), and a no acustimulation condition (NoAcP). In AcP and AcP + conditions, we applied acupressure or acupressure with true acupaste on P6 point before conducting video-watching tasks using VR headsets, while in NoAcP condition, participants received no special treatment before video-watching tasks. We used questionnaires to measure symptoms of cybersickness and compared the results between these 3 conditions, especially between acupressure plus acupaste (AcP+) and acupressure (AcP) to examine the effect of AcP+, and compared AcP and AcP+ with NoAcP to confirm the effect of acustimulation.
    RESULTS: Participants reported significant fewer symptoms of cybersickness nausea feelings in both acustimulation methods, compared with NoAcP; and AcP+ was more effective than AcP against cybersickness on visual oculomotor aspect, and facilitated cybersickness recovery.
    CONCLUSIONS: It would be promising to develop acupressure equipment and apply stimulation before VR application to reduce cybersickness.
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