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Journal ArticleDOI

Human Factors Issues in Virtual Environments: A Review of the Literature

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TLDR
The challenges each of these factors present to the effective design of virtual environments and systematic approaches to the resolution of each of them are discussed.
Abstract
Virtual environments are envisioned as being systems that will enhance the communication between humans and computers. If virtual systems are to be effective and well received by their users, considerable human-factors research needs to be accomplished. This paper provides an overview of many of these human-factors issues, including human performance efficiency in virtual worlds (which is likely influenced by task characteristics, user characteristics, human sensory and motor physiology, multimodal interaction, and the potential need for new design metaphors); health and safety issues (of which cybersickness and deleterious physiological aftereffects may pose the most concern); and the social impact of the technology. The challenges each of these factors present to the effective design of virtual environments and systematic approaches to the resolution of each of these issues are discussed.

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Journal ArticleDOI

Human Performance Issues and User Interface Design for Teleoperated Robots

TL;DR: A detailed examination of more than 150 papers covering human performance issues and suggested mitigation solutions is presented, summarizes the performance decrements caused by video images bandwidth, time lags, frame rates, lack of proprioception, frame of reference, two-dimensional views, attention switches, and motion effects.
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An experimental study on the role of touch in shared virtual environments

TL;DR: The outcomes of this research can have a powerful impact on the development of next-generation human-computer interfaces and network protocols that integrate touch and force feedback technology into the internet, development of protocols and techniques for collaborative teleoperation such as hazardous material removal, space station.
Journal ArticleDOI

Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review

TL;DR: It is concluded that the balance of evidence favors a negative relationship between the two factors which is driven principally by sensory integration processes.
Journal ArticleDOI

The perception of egocentric distances in virtual environments - A review

TL;DR: There is a mean estimation of egocentric distances in virtual environments of about 74% of the modeled distances.
References
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Book

The Ecological Approach to Visual Perception

TL;DR: The relationship between Stimulation and Stimulus Information for visual perception is discussed in detail in this article, where the authors also present experimental evidence for direct perception of motion in the world and movement of the self.
Book

Human-Computer Interaction

TL;DR: The human and the design of interactive systems: The myth of the infinitely fast machine, a guide to designing for diversity and the process of design.
Book

The Psychology of Human-Computer Interaction

TL;DR: The GOMS Model of Manuscript Editing as mentioned in this paper has been used in many applications, e.g., for text selection and text editing in computer science, and for circuit design.
Book

Toward a Theory of Instruction

TL;DR: Bruner's "Toward a Theory of Instruction" as mentioned in this paper is an illuminating examination of how mental growth proceeds, and the ways in which teaching can profitably adapt itself to that progression and can also help it along.
Book

Defining virtual reality: dimensions determining telepresence

TL;DR: This paper attempts to cast a new, variable-based definition of virtual reality that can be used to classify virtual reality in relation to other media, based on concepts of "presence" and "telepresence".
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