Design and Application of a Novel Virtual Reality Navigational Technology (VRNChair)

This paper presents a novel virtual reality navigation (VRN) input device, called the VRNChair, offering an intuitive and natural way to interact with virtual reality (VR) environments. Traditionally, VR navigation tests are performed using stationary input devices such as keyboards or joysticks. Ho...

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Main Authors: Ahmad Byagowi, Danyal Mohaddes, Zahra Moussavi
Format: Article
Language:English
Published: SAGE Publishing 2014-01-01
Series:Journal of Experimental Neuroscience
Online Access:https://doi.org/10.4137/JEN.S13448
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author Ahmad Byagowi
Danyal Mohaddes
Zahra Moussavi
author_facet Ahmad Byagowi
Danyal Mohaddes
Zahra Moussavi
author_sort Ahmad Byagowi
collection DOAJ
description This paper presents a novel virtual reality navigation (VRN) input device, called the VRNChair, offering an intuitive and natural way to interact with virtual reality (VR) environments. Traditionally, VR navigation tests are performed using stationary input devices such as keyboards or joysticks. However, in case of immersive VR environment experiments, such as our recent VRN assessment, the user may feel kinetosis (motion sickness) as a result of the disagreement between vestibular response and the optical flow. In addition, experience in using a joystick or any of the existing computer input devices may cause a bias in the accuracy of participant performance in VR environment experiments. Therefore, we have designed a VR navigational environment that is operated using a wheelchair (VRNChair). The VRNChair translates the movement of a manual wheelchair to feed any VR environment. We evaluated the VRNChair by testing on 34 young individuals in two groups performing the same navigational task with either the VRNChair or a joystick; also one older individual (55 years) performed the same experiment with both a joystick and the VRNChair. The results indicate that the VRNChair does not change the accuracy of the performance; thus removing the plausible bias of having experience using a joystick. More importantly, it significantly reduces the effect of kinetosis. While we developed VRNChair for our spatial cognition study, its application can be in many other studies involving neuroscience, neurorehabilitation, physiotherapy, and/or simply the gaming industry.
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spelling doaj.art-04f9d2f97c4749abb5dfa321132457892022-12-22T01:17:41ZengSAGE PublishingJournal of Experimental Neuroscience1179-06952014-01-01810.4137/JEN.S13448Design and Application of a Novel Virtual Reality Navigational Technology (VRNChair)Ahmad Byagowi0Danyal Mohaddes1Zahra Moussavi2Department of Electrical and Computer Engineering, University of Manitoba, Winnipeg, Canada.Department of Electrical and Computer Engineering, University of Manitoba, Winnipeg, Canada.Department of Psychiatry, University of Manitoba, Winnipeg, Canada.This paper presents a novel virtual reality navigation (VRN) input device, called the VRNChair, offering an intuitive and natural way to interact with virtual reality (VR) environments. Traditionally, VR navigation tests are performed using stationary input devices such as keyboards or joysticks. However, in case of immersive VR environment experiments, such as our recent VRN assessment, the user may feel kinetosis (motion sickness) as a result of the disagreement between vestibular response and the optical flow. In addition, experience in using a joystick or any of the existing computer input devices may cause a bias in the accuracy of participant performance in VR environment experiments. Therefore, we have designed a VR navigational environment that is operated using a wheelchair (VRNChair). The VRNChair translates the movement of a manual wheelchair to feed any VR environment. We evaluated the VRNChair by testing on 34 young individuals in two groups performing the same navigational task with either the VRNChair or a joystick; also one older individual (55 years) performed the same experiment with both a joystick and the VRNChair. The results indicate that the VRNChair does not change the accuracy of the performance; thus removing the plausible bias of having experience using a joystick. More importantly, it significantly reduces the effect of kinetosis. While we developed VRNChair for our spatial cognition study, its application can be in many other studies involving neuroscience, neurorehabilitation, physiotherapy, and/or simply the gaming industry.https://doi.org/10.4137/JEN.S13448
spellingShingle Ahmad Byagowi
Danyal Mohaddes
Zahra Moussavi
Design and Application of a Novel Virtual Reality Navigational Technology (VRNChair)
Journal of Experimental Neuroscience
title Design and Application of a Novel Virtual Reality Navigational Technology (VRNChair)
title_full Design and Application of a Novel Virtual Reality Navigational Technology (VRNChair)
title_fullStr Design and Application of a Novel Virtual Reality Navigational Technology (VRNChair)
title_full_unstemmed Design and Application of a Novel Virtual Reality Navigational Technology (VRNChair)
title_short Design and Application of a Novel Virtual Reality Navigational Technology (VRNChair)
title_sort design and application of a novel virtual reality navigational technology vrnchair
url https://doi.org/10.4137/JEN.S13448
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