Ergonomic approaches to designing educational materials for immersive multi-projection system
2014
Rapid advances in computer and display technologies have made it possible to present high quality virtual reality (VR)
environment. To use such virtual environments effectively, research should be performed into how users perceive and
react to virtual environment in view of particular human factors. We created a VR simulation of sea fish for science
education, and we conducted an experiment to examine how observers perceive the size and depth of an object within
their reach and evaluated their visual fatigue. We chose a multi-projection system for presenting the educational VR
simulation, because this system can provide actual-size objects and produce stereo images located close to the observer.
The results of the experiment show that estimation of size and depth was relatively accurate when subjects used physical
actions to assess them. Presenting images within the observer’s reach is suggested to be useful for education in VR
environment. Evaluation of visual fatigue shows that the level of symptoms from viewing stereo images with a large
disparity in VR environment was low in a short time.
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