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Virtual reality displays introduce spatial distortions that are very hard to correct because of the difficulty of precisely modelling the camera from the nodal point of each eye. How significant are these distortions for spatial perception in virtual reality? In this study we used a helmet mounted display and a mechanical head tracker to investigate the(More)
To enhance presence, facilitate sensory motor performance, and avoid disorientation or nausea, virtual-reality applications require the percept of a stable environment. End-end tracking latency (display lag) degrades this illusion of stability and has been identified as a major fault of existing virtual-environment systems. Oscillopsia refers to the(More)
AQUA, an amphibious robot that swims via the motion of its legs rather than using thrusters and control surfaces for propulsion, can walk along the shore, swim along the surface in open water, or walk on the bottom of the ocean. The vehicle uses a variety of sensors to estimate its position with respect to local visual features and provide a global frame of(More)
The incorporation of haptic interfaces into collaborative virtual environments is challenging when the users are geographically distributed. Reduction of latency is essential for maintaining realism, causality and the sense of co-presence in collaborative virtual environments during closely-coupled haptic tasks. In this study we consider the effects of(More)
This paper provides details on the development of a tool to aid in 3D coral reef mapping designed to be operated by a single diver and later integrated into an autonomous robot. We discuss issues that influence the deployment and development of underwater sensor technology for 6DOF hand-held and robotic mapping. We describe our current underwater(More)
—The underwater domain provides a wide range of potential applications for autonomous systems. Sessile (immobile) sensor platforms can provide a sensing network to monitor a range of different underwater events. Monitoring such networks can be a challenge, however, as the sensor nodes can be difficult to monitor and the nature of the medium limits wireless(More)
When simulating self-motion, virtual reality designers ignore non-visual cues at their peril. But providing non-visual cues presents significant challenges. One approach is to accompany visual displays with corresponding real physical motion to stimulate the non-visual, motion-detecting sensory systems in a natural way. However, allowing real movement(More)
We measured the effect of the orientation of the visual background on the perceptual upright (PU) under different levels of gravity. Brief periods of micro- and hypergravity conditions were created using two series of parabolic flights. Control measures were taken in the laboratory under normal gravity with subjects upright, right side down and supine.(More)
PURPOSE The scleral search coil is widely regarded as the gold standard measurement technique for eye movements. The effect of wearing scleral search coils on human vision has not been systematically studied. However, there are anecdotal reports of degraded visual acuity, mild eye irritation, and an increase rise in intraocular pressure (IOP). The current(More)
The perceived direction of up depends on both gravity and visual cues to orientation. Static visual cues to orientation have been shown to be less effective in influencing the perception of upright (PU) under microgravity conditions than they are on earth (Dyde et al., 2009). Here we introduce dynamic orientation cues into the visual background to ascertain(More)