|
|
Adapting to Virtual Environments and Teleoperator Devices
Principal Investigator: Robert
B. Welch, Ph.D.
Co-investigators:
Stephen Ellis, Ph.D. NASA Ames Research Center
Bernard Adelstein, Ph.D. NASA Ames Research Center
Anthony C. Sampanes, Doctoral Candidate, U.C., Santa Cruz
NASA is committed to the use of virtual environments (VEs)
and teleoperator devices (e.g., a robotic arm) for training,
simulation, and other tasks necessary in aerospace environments.
Unfortunately, much of this “interactive technology”
suffers from defects that can cause misperception, performance
errors, and motion sickness-like symptoms. Many of these flaws
and their perceptual and behavioral consequences will be with
us for a long time and some may never be resolved. Thus, they
represent an obstacle which operators must learn to overcome
or circumvent in order to make the most efficient use of these
devices. Two such problems are (1) a mismatch between control
actions and their visual consequences and (2) a reduced visual
field of view.
1. Adapting to an altered relationship between stylus and
cursor movements
This research project is currently being funded by a Code
UL grant (#131-20-30). Our general goal is to examine human
adaptability to an analogue of a VE or teleoperator device
in which there is a transformation between bodily movements
and visual feedback A “real world” example would
be if an astronaut’s turn of a joystick to the right
caused the robotic arm to move off into space at an oblique
angle. In our laboratory analogue of such a situation, in-out
movements of a stylus on a horizontal digitizing pad cause
a cursor, viewed on a monitor, to move off to one side (e.g.,
40 deg clockwise), rather than in its usual up-and-down direction.
As of August 2002, we have completed four studies examining
the ability of human subjects to adapt to this sensorimotor
“rearrangement.” These experiments demonstrated
the following:
- Experiment 1: A “kinesthetic cue” orienting
the subject’s unseen left hand in the direction of
the imposed rotation (45 deg clockwise or counterclockwise)
facilitated adaptation of the right hand with respect to
the reduction of errors, but not for the postexposure negative
aftereffect (see Figure
1)
- Experiments 2-3: Attempts to increase the size of the
negative aftereffect by simplifying the sensory rearrangement
and providing terminal visual feedback failed. This result
led us to conclude that our situation was producing visual-motor
skill acquisition, rather than perceptual recalibration,
the latter being subject to negative aftereffects in contrast
to the former.
- Experiment 4: Reducing the size of the rotation from 45
deg to 15 deg and placing the monitor parallel (rather than
orthogonal) to the digitizing tablet, produced apparent
perceptual recalibration, as demonstrated by substantial
negative aftereffects. Figure
2 shows the difference in negative aftereffect between
Experiments 1-3 and Experiment 4. Once again, the kinesthetic
cue had no effect on the negative aftereffect.
- Future experiments: Our next experiments will examine
(a) the role of the kinesthetic cue in visual-motor skill
acquisition versus perceptual recalibration, (b) confirmation
of the distinction between visual-motor skill acquisition
versus perceptual recalibration according to the criteria
of the presence versus absence of negative aftereffects,
shifts in felt limb position, and intermanual transfer,
and (c) the role of the “unity assumption” in
perceptual recalibration.
2. Identifying and adapting to the visual and visual-motor
effects of a reduced field of view
The use of VE technology for space flight training and other
purposes should, ideally, involve lightweight, energy-efficient
head-mounted displays (HMDs). However, in an attempt to preserve
pixel resolution, current commercial HMDs must entail a relatively
small field of view (FOV). Whereas the normal FOV approaches
200 deg, that presented by the typical VR system is about
75 deg or less. This visual restriction is known to disrupt
visual perception and visual-motor coordination, with potentially
serious consequences for task performance. The goals of this
research program are to (1) systematically quantify the deleterious
effects of reduced FOV on vision and performance in the context
of the FOVs that characterize currently available HMDs, (2)
determine the role of adaptation as a response to--and countermeasure
for--these effects, and (3) identify the underlying basis
for this adaptation and its response to variables known to
influence adaptation to visual distortions in general. The
results should indicate whether the problems caused by a reduced
FOV warrant its increase in future HMDs and provide the necessary
guidelines and specifications for such a redesign.
So far, two studies have been completed on this currently
unfunded project. In the first, we demonstrated that viewing
objects by means of a very small FOV (14 deg of visual angle)
reduces their apparent size (see Figure
3). In a second study, we found that the small FOV increased
errors in hand-eye coordination (see Figure
4).
Future research will examine the role of head orientation and
movement on hand-eye coordination errors in the presence of
various sized FOVs and the use of error-corrective feedback
as a means of overcoming these errors by means of adaptation.
|
|