Collaborative Research: HCC: Medium: HCI in Motion -- Using EEG, Eye Tracking, and Body Sensing for Attention-Aware Mobile Mixed Reality
合作研究:HCC:媒介:运动中的 HCI——使用 EEG、眼动追踪和身体感应实现注意力感知移动混合现实
基本信息
- 批准号:2211785
- 负责人:
- 金额:$ 45.71万
- 依托单位:
- 依托单位国家:美国
- 项目类别:Standard Grant
- 财政年份:2022
- 资助国家:美国
- 起止时间:2022-09-01 至 2025-08-31
- 项目状态:未结题
- 来源:
- 关键词:
项目摘要
Mobile, wireless, headsets for virtual and augmented reality, such as the Meta Quest 2 and Microsoft HoloLens-2, are becoming more widely used in many applications beyond video games, such as training, construction, and medicine. However, wearing these head-worn goggles while walking can make some people feel sick or distracted, which has even led to injury in some cases. This effect is similar to texting while walking, but potentially worse because a person's entire periphery can be filled with distracting media elements. While previous research has investigated these issues when users are standing still or seated, it is unclear how problems unfold and how they can be prevented while users are in motion. Specifically, this project will investigate how and why virtual and augmented reality headsets affect attention and feelings of sickness. First, this work will record data, such as heart rate, brain waves, and the direction users are turning their eyes to, while they are wearing virtual and augmented reality headsets and walking. Secondly, this project will develop ways to reduce sickness and distraction while walking with virtual and augmented reality headsets. This work will improve the safety of mobile virtual and augmented reality headsets, products that virtually all big technology companies today heavily invest in as possible companions or replacements to smartphones. This project will be introduced in courses and research mentorship projects at The University of Texas at San Antonio and the University of California at Santa Barbara, to advance research training of both undergraduate and graduate students. Considering that both universities and research teams have a history of supporting many underrepresented minority students, it is expected that the educational value of this project will be high, especially in terms of recruiting and mentoring women and underrepresented minority students.There is an increasing prevalence of mobile, immersive interfaces (e.g., mobile Virtual Reality(VR) / Augmented Reality (AR)) that may affect users' cognitive capacities and situational awareness, potentially leading to physical harm (e.g., impaired task performance, tripping over physical obstacles in VR, unsafe street crossings while seeing advertisements in AR). The landscape of human-computer interaction has expanded from fairly well standardized stationary office configurations to more varied mobile and immersive settings involving active body movements (mobile and situated computing, AR, mobile VR) and simulated first-person perspective changes and motion experiences (immersive computing). To make matters worse, compared to more standardized platforms such as desktop and laptop UIs, tablet and smartphone interfaces, individual differences among users have a much bigger usability impact in context-driven surround-focus usage scenarios found in mobile AR/VR. For example, motion sickness (i.e., cybersickness) in VR is known to inflict symptoms of widely varying severity, depending on the individual user. One serious consequence is that interaction designers have difficulties providing engaging general experiences that are universally usable by a wide variety of users. Despite the increasing prevalence of immersive technologies and their pitfalls, the precise cognitive and physiological mechanisms at play when 'computing in motion' are not well understood. This work is aimed at filling this knowledge gap. The specific objectives are: 1) to assess the cognitive effects of interacting with mobile AR/VR while users are walking, 2) to provide automated tools to effectively reduce the cognitive demand of mobile AR/VR, and 3) to make mobile AR/VR safer and more usable. Based on preliminary data, the central hypothesis is that through multi-modal sensing combined with machine learning approaches, mobile AR/VR applications can learn the characteristics of user behavior and provide real time adaptations that will reduce user error, increase ease of use, improve task performance, and reduce the impact of physical hazards. This work will improve the safety of mobile AR and mobile VR, paradigms that virtually all big technology companies today heavily invest in as a possible follow-up paradigm to the smartphone platform. Educational impact will occur through incorporation of research outcomes into undergraduate and graduate courses offered at The University of Texas at San Antonio and the University of California at Santa Barbara, and research training and mentorship opportunities for both undergraduate and graduate students. The courses include Machine Learning, Deep Learning for Visual Computing, Human-Computer Interaction, and Mobile Application Programming. Because our project integrates a topic of high social impact with cutting edge machine learning and human-computer interaction research along with proven successful mentorship strategies, the educational impacts of the project will be high, especially in terms of recruiting and mentoring women and underrepresented minority students.This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
用于虚拟和增强现实的移动、无线耳机,例如 Meta Quest 2 和 Microsoft HoloLens-2,在视频游戏之外的许多应用中得到越来越广泛的使用,例如培训、建筑和医学。然而,走路时佩戴这些头戴式护目镜会让一些人感到不适或分心,在某些情况下甚至会导致受伤。这种效果类似于边走边发短信,但可能更糟,因为一个人的整个周围都可能充满分散注意力的媒体元素。虽然之前的研究已经调查了用户站立或坐着时的这些问题,但尚不清楚用户运动时问题如何展开以及如何预防这些问题。具体来说,该项目将研究虚拟和增强现实耳机如何以及为何影响注意力和恶心感。首先,这项工作将记录用户佩戴虚拟和增强现实耳机行走时的数据,例如心率、脑电波以及用户转动眼睛的方向。其次,该项目将开发方法来减少佩戴虚拟和增强现实耳机行走时的不适和分心。这项工作将提高移动虚拟和增强现实耳机的安全性,当今几乎所有大型科技公司都大力投资这些产品,作为智能手机的可能伴侣或替代品。该项目将被引入德克萨斯大学圣安东尼奥分校和加州大学圣巴巴拉分校的课程和研究指导项目中,以促进本科生和研究生的研究培训。考虑到大学和研究团队都有支持许多代表性不足的少数族裔学生的历史,预计该项目的教育价值将会很高,特别是在招募和指导女性和代表性不足的少数族裔学生方面。移动、沉浸式界面(例如移动虚拟现实 (VR)/增强现实 (AR))可能会影响用户的认知能力和态势感知,并可能导致身体伤害(例如任务表现受损、绊倒身体) VR 中的障碍、AR 中看到广告时过马路时不安全的情况)。人机交互的格局已经从相当标准化的固定办公室配置扩展到更加多样化的移动和沉浸式环境,涉及主动身体运动(移动和情境计算、AR、移动 VR)以及模拟的第一人称视角变化和运动体验(沉浸式体验)计算)。更糟糕的是,与桌面和笔记本电脑用户界面、平板电脑和智能手机界面等更标准化的平台相比,用户之间的个体差异在移动 AR/VR 中的上下文驱动的环绕焦点使用场景中对可用性产生更大的影响。例如,众所周知,VR 中的晕动病(即网络病)会造成严重程度各异的症状,具体取决于个人用户。一个严重的后果是交互设计师很难提供可供各种用户普遍使用的引人入胜的一般体验。尽管沉浸式技术及其陷阱日益普及,但“运动计算”时发挥作用的精确认知和生理机制尚不清楚。这项工作旨在填补这一知识空白。具体目标是:1)评估用户行走时与移动AR/VR交互的认知效果,2)提供自动化工具,有效降低移动AR/VR的认知需求,3)使移动AR/VR成为现实。 VR更安全、更实用。基于初步数据,中心假设是,通过多模态传感与机器学习方法相结合,移动 AR/VR 应用程序可以学习用户行为特征并提供实时适应,从而减少用户错误、提高易用性、改进任务绩效,并减少身体危害的影响。这项工作将提高移动 AR 和移动 VR 的安全性,当今几乎所有大型科技公司都大力投资这些范例,作为智能手机平台的可能后续范例。通过将研究成果纳入德克萨斯大学圣安东尼奥分校和加州大学圣巴巴拉分校提供的本科生和研究生课程,以及为本科生和研究生提供研究培训和指导机会,将产生教育影响。这些课程包括机器学习、视觉计算深度学习、人机交互和移动应用程序编程。由于我们的项目将具有高度社会影响力的主题与尖端机器学习和人机交互研究以及经过验证的成功指导策略相结合,因此该项目的教育影响将会很大,特别是在招募和指导女性和代表性不足的少数族裔学生方面该奖项反映了 NSF 的法定使命,并通过使用基金会的智力价值和更广泛的影响审查标准进行评估,被认为值得支持。
项目成果
期刊论文数量(5)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
You Make Me Sick! The Effect of Stairs on Presence, Cybersickness, and Perception of Embodied Conversational Agents
您让我恶心!
- DOI:10.1109/vr55154.2023.00071
- 发表时间:2023-03
- 期刊:
- 影响因子:0
- 作者:Ang, Samuel;Fernandez, Amanda;Rushforth, Michael;Quarles, John
- 通讯作者:Quarles, John
Auditory Feedback to Make Walking in Virtual Reality More Accessible
听觉反馈让虚拟现实中的行走变得更容易
- DOI:10.1109/ismar55827.2022.00103
- 发表时间:2022-10
- 期刊:
- 影响因子:0
- 作者:Mahmud, M. Rasel;Stewart, Michael;Cordova, Alberto;Quarles, John
- 通讯作者:Quarles, John
Reduction of cybersickness in head mounted displays use: A systematic review and taxonomy of current strategies
减少头戴式显示器使用中的晕眩症:当前策略的系统回顾和分类
- DOI:10.3389/frvir.2023.1027552
- 发表时间:2023-03
- 期刊:
- 影响因子:0
- 作者:Ang, Samuel;Quarles, John
- 通讯作者:Quarles, John
LiteVR: Interpretable and Lightweight Cybersickness Detection using Explainable AI
LiteVR:使用可解释的人工智能进行可解释的轻量级晕眩检测
- DOI:10.1109/vr55154.2023.00076
- 发表时间:2023-03
- 期刊:
- 影响因子:0
- 作者:Kundu, Ripan Kumar;Islam, Rifatul;Quarles, John;Hoque, Khaza Anuarul
- 通讯作者:Hoque, Khaza Anuarul
Standing Balance Improvement Using Vibrotactile Feedback in Virtual Reality
在虚拟现实中使用振动触觉反馈改善站立平衡
- DOI:10.1145/3562939.3565638
- 发表时间:2022-11
- 期刊:
- 影响因子:0
- 作者:Mahmud, M. Rasel;Stewart, Michael;Cordova, Alberto;Quarles, John
- 通讯作者:Quarles, John
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John Quarles其他文献
Grand challenges in WaterHCI
WaterHCI 的巨大挑战
- DOI:
10.1145/3613904.3642052 - 发表时间:
2024-05-11 - 期刊:
- 影响因子:0
- 作者:
Florian Mueller;M. F. Montoya;Sarah Jane Pell;Leif Oppermann;Mark Blythe;Paul H. Dietz;Joe Marshall;Scott Bateman;Ian C. J. Smith;S. Ananthanarayan;Ali Mazalek;Alexander Verni;Alexander Bakogeorge;Mathieu Simonnet;Kirsten Ellis;N. Semertzidis;W. Burleson;John Quarles;Steve Mann;Chris Hill;Christal Clashing;Don Samitha Elvitigala - 通讯作者:
Don Samitha Elvitigala
John Quarles的其他文献
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{{ truncateString('John Quarles', 18)}}的其他基金
HCC: Small: Making Virtual Reality Safe
HCC:小型:确保虚拟现实安全
- 批准号:
2316240 - 财政年份:2024
- 资助金额:
$ 45.71万 - 项目类别:
Standard Grant
CHS: Small: Enabling Accessibility of Virtual Reality for Persons with Balance Impairments
CHS:小型:为平衡障碍人士提供虚拟现实体验
- 批准号:
2007041 - 财政年份:2020
- 资助金额:
$ 45.71万 - 项目类别:
Standard Grant
EAGER: Enabling Virtual Reality for Aquatic Rehabilitation of Persons with Disabilities
EAGER:为残疾人的水上康复提供虚拟现实
- 批准号:
1648949 - 财政年份:2016
- 资助金额:
$ 45.71万 - 项目类别:
Standard Grant
I/UCRC: UTSA Planning Grant: I/UCRC for Site Addition to the iPerform Center for Assistive Technologies to Enhance Human Performance
I/UCRC:UTSA 规划拨款:I/UCRC 用于辅助技术 iPerform 中心增建场地以提高人类绩效
- 批准号:
1624825 - 财政年份:2016
- 资助金额:
$ 45.71万 - 项目类别:
Standard Grant
CAREER: Measuring and Reducing Cybersickness in Virtual Reality Physical Rehabilitation
职业:测量和减少虚拟现实物理康复中的晕动症
- 批准号:
1350995 - 财政年份:2014
- 资助金额:
$ 45.71万 - 项目类别:
Continuing Grant
HCC: Small: Determining the Effects of Latency in Virtual Reality Physical Rehabilitation
HCC:小:确定虚拟现实物理康复中延迟的影响
- 批准号:
1218283 - 财政年份:2012
- 资助金额:
$ 45.71万 - 项目类别:
Standard Grant
EAGER: Presence and Navigation in Virtual Reality Rehabilitation Games for Mobility Impaired Persons
EAGER:针对行动障碍人士的虚拟现实康复游戏中的存在和导航
- 批准号:
1153229 - 财政年份:2011
- 资助金额:
$ 45.71万 - 项目类别:
Standard Grant
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相似海外基金
Collaborative Research: HCC: Small: Bridging Research and Visualization Design Practice via a Sustainable Knowledge Platform
合作研究:HCC:小型:通过可持续知识平台桥接研究和可视化设计实践
- 批准号:
2146868 - 财政年份:2023
- 资助金额:
$ 45.71万 - 项目类别:
Standard Grant
Collaborative Research: HCC: Small: RUI: Drawing from Life in Extended Reality: Advancing and Teaching Cross-Reality User Interfaces for Observational 3D Sketching
合作研究:HCC:小型:RUI:从扩展现实中的生活中汲取灵感:推进和教授用于观察 3D 草图绘制的跨现实用户界面
- 批准号:
2326999 - 财政年份:2023
- 资助金额:
$ 45.71万 - 项目类别:
Standard Grant
Collaborative Research: HCC: Small: RUI: Drawing from Life in Extended Reality: Advancing and Teaching Cross-Reality User Interfaces for Observational 3D Sketching
合作研究:HCC:小型:RUI:从扩展现实中的生活中汲取灵感:推进和教授用于观察 3D 草图绘制的跨现实用户界面
- 批准号:
2326998 - 财政年份:2023
- 资助金额:
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Standard Grant
Collaborative Research: HCC: Small: End-User Guided Search and Optimization for Accessible Product Customization and Design
协作研究:HCC:小型:最终用户引导的搜索和优化,以实现无障碍产品定制和设计
- 批准号:
2327137 - 财政年份:2023
- 资助金额:
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Collaborative Research: HCC: Small: Supporting Flexible and Safe Disability Representation in Social Virtual Reality
合作研究:HCC:小型:支持社交虚拟现实中灵活、安全的残疾表征
- 批准号:
2328182 - 财政年份:2023
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$ 45.71万 - 项目类别:
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