ترغب بنشر مسار تعليمي؟ اضغط هنا

Considerations and Challenges of Measuring Operator Performance in Telepresence and Teleoperation Entailing Mixed Reality Technologies

140   0   0.0 ( 0 )
 نشر من قبل Eleftherios Triantafyllidis Mr.
 تاريخ النشر 2021
  مجال البحث الهندسة المعلوماتية
والبحث باللغة English




اسأل ChatGPT حول البحث

Assessing human performance in robotic scenarios such as those seen in telepresence and teleoperation has always been a challenging task. With the recent spike in mixed reality technologies and the subsequent focus by researchers, new pathways have opened in elucidating human perception and maximising overall immersion. Yet with the multitude of different assessment methods in evaluating operator performance in virtual environments within the field of HCI and HRI, inter-study comparability and transferability are limited. In this short paper, we present a brief overview of existing methods in assessing operator performance including subjective and objective approaches while also attempting to capture future technical challenges and frontiers. The ultimate goal is to assist and pinpoint readers towards potentially important directions with the future hope of providing a unified immersion framework for teleoperation and telepresence by standardizing a set of guidelines and evaluation methods.



قيم البحث

اقرأ أيضاً

427 - Soheil Gholami 2021
Human factors and ergonomics are the essential constituents of teleoperation interfaces, which can significantly affect the human operators performance. Thus, a quantitative evaluation of these elements and the ability to establish reliable compariso n bases for different teleoperation interfaces are the keys to select the most suitable one for a particular application. However, most of the works on teleoperation have so far focused on the stability analysis and the transparency improvement of these systems, and do not cover the important usability aspects. In this work, we propose a foundation to build a general framework for the analysis of human factors and ergonomics in employing diverse teleoperation interfaces. The proposed framework will go beyond the traditional subjective analyses of usability by complementing it with online measurements of the human body configurations. As a result, multiple quantitative metrics such as joints usage, range of motion comfort, center of mass divergence, and posture comfort are introduced. To demonstrate the potential of the proposed framework, two different teleoperation interfaces are considered, and real-world experiments with eleven participants performing a simulated industrial remote pick-and-place task are conducted. The quantitative results of this analysis are provided, and compared with subjective questionnaires, illustrating the effectiveness of the proposed framework.
Assessing the performance of human movements during teleoperation and virtual reality is a challenging problem, particularly in 3D space due to complex spatial settings. Despite the presence of a multitude of metrics, a compelling standardized 3D met ric is yet missing, aggravating inter-study comparability between different studies. Hence, evaluating human performance in virtual environments is a long-standing research goal, and a performance metric that combines two or more metrics under one formulation remains largely unexplored, particularly in higher dimensions. The absence of such a metric is primarily attributed to the discrepancies between pointing and manipulation, the complex spatial variables in 3D, and the combination of translational and rotational movements altogether. In this work, four experiments were designed and conducted with progressively higher spatial complexity to study and compare existing metrics thoroughly. The research goal was to quantify the difficulty of these 3D tasks and model human performance sufficiently in full 3D peripersonal space. Consequently, a new model extension has been proposed and its applicability has been validated across all the experimental results, showing improved modelling and representation of human performance in combined movements of 3D object pointing and manipulation tasks than existing work. Lastly, the implications on 3D interaction, teleoperation and object task design in virtual reality are discussed.
This study considers modern surgical navigation systems based on augmented reality technologies. Augmented reality glasses are used to construct holograms of the patients organs from MRI and CT data, subsequently transmitted to the glasses. This, in addition to seeing the actual patient, the surgeon gains visualization inside the patients body (bones, soft tissues, blood vessels, etc.). The solutions developed at Peter the Great St. Petersburg Polytechnic University allow reducing the invasiveness of the procedure and preserving healthy tissues. This also improves the navigation process, making it easier to estimate the location and size of the tumor to be removed. We describe the application of developed systems to different types of surgical operations (removal of a malignant brain tumor, removal of a cyst of the cervical spine). We consider the specifics of novel navigation systems designed for anesthesia, for endoscopic operations. Furthermore, we discuss the construction of novel visualization systems for ultrasound machines. Our findings indicate that the technologies proposed show potential for telemedicine.
While work in fields of CSCW (Computer Supported Collaborative Work), Psychology and Social Sciences have progressed our understanding of team processes and their effect performance and effectiveness, current methods rely on observations or self-repo rt, with little work directed towards studying team processes with quantifiable measures based on behavioral data. In this report we discuss work tackling this open problem with a focus on understanding individual differences and its effect on team adaptation, and further explore the effect of these factors on team performance as both an outcome and a process. We specifically discuss our contribution in terms of methods that augment survey data and behavioral data that allow us to gain more insight on team performance as well as develop a method to evaluate adaptation and performance across and within a group. To make this problem more tractable we chose to focus on specific types of environments, Alternate Reality Games (ARGs), and for several reasons. First, these types of games involve setups that are similar to a real-world setup, e.g., communication through slack or email. Second, they are more controllable than real environments allowing us to embed stimuli if needed. Lastly, they allow us to collect data needed to understand decisions and communications made through the entire duration of the experience, which makes team processes more transparent than otherwise possible. In this report we discuss the work we did so far and demonstrate the efficacy of the approach.
In virtual reality (VR) games, playability and immersion levels are important because they affect gameplay, enjoyment, and performance. However, they can be adversely affected by VR sickness (VRS) symptoms. VRS can be minimized by manipulating users perception of the virtual environment via the head-mounted display (HMD). One extreme example is the Teleport mitigation technique, which lets users navigate discretely, skipping sections of the virtual space. Other techniques are less extreme but still rely on controlling what and how much users see via the HMD. This research examines the effect on players performance and gameplay of these mitigation techniques in fast-paced VR games. Our focus is on two types of visual reduction techniques. This study aims to identify specifically the trade-offs these techniques have in a first-person shooter game regarding immersion, performance, and VRS. The main contributions in this paper are (1) a deeper understanding of one of the most popular techniques (Teleport) when it comes to gameplay; (2) the replication and validation of a novel VRS mitigation technique based on visual reduction; and (3) a comparison of their effect on players performance and gameplay.
التعليقات
جاري جلب التعليقات جاري جلب التعليقات
سجل دخول لتتمكن من متابعة معايير البحث التي قمت باختيارها
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا