Academic literature on the topic 'Helmet mounted displays; Virtual reality'

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Journal articles on the topic "Helmet mounted displays; Virtual reality"

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Silverman, Denise R., and V. Alan Spiker. "A Usability Assessment of Virtual Reality Simulation for Aerial Gunner Training." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 41, no. 2 (1997): 1218–22. http://dx.doi.org/10.1177/1071181397041002110.

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The 58th Training Support Squadron (58 TRSS) has begun use of a one-of-a-kind virtual reality (VR) simulator for training aerial gunner/scanner (AG/S) tasks. This paper briefly describes the development considerations of the device and an initial usability assessment of the helmet mounted display (HMD) and the helmet. Eleven experienced rotary-wing instructors with varying levels of experience in the Aerial Gunner Scanner Simulator (AGSS) were surveyed. Their ratings and comments regarding 17 helmet components are summarized. The results suggested that overall the helmet is acceptable. However, critical components require improvements. There is a need to improve the cathode ray tubes (CRTs) and to increase the update rates for the head trackers. The results also indicated that helmet comfort factors and fitting procedures (e.g., alignment) are problematic. Several recommendations are made based on these central findings applicable to both AGSS-users in particular and VR-users in general.
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Chinthammit, Winyu, Eric J. Seibel, and Thomas A. Furness. "A Shared-Aperture Tracking Display for Augmented Reality." Presence: Teleoperators and Virtual Environments 12, no. 1 (2003): 1–18. http://dx.doi.org/10.1162/105474603763835305.

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The operation and performance of a six degree-of-freedom (DOF) shared-aperture tracking system with image overlay is described. This unique tracking technology shares the same aperture or scanned optical beam with the visual display, virtual retinal display (VRD). This display technology provides high brightness in an AR helmet-mounted display, especially in the extreme environment of a military cockpit. The VRD generates an image by optically scanning visible light directly to the viewer's eye. By scanning both visible and infrared light, the head-worn display can be directly coupled to a head-tracking system. As a result, the proposed tracking system requires minimal calibration between the user's viewpoint and the tracker's viewpoint. This paper demonstrates that the proposed shared-aperture tracking system produces high accuracy and computational efficiency. The current proof-of-concept system has a precision of +/− 0.05 and +/− 0.01 deg. in the horizontal and vertical axes, respectively. The static registration error was measured to be 0.08 +/− 0.04 and 0.03 +/− 0.02 deg. for the horizontal and vertical axes, respectively. The dynamic registration error or the system latency was measured to be within 16.67 ms, equivalent to our display refresh rate of 60 Hz. In all testing, the VRD was fixed and the calibrated motion of a robot arm was tracked. By moving the robot arm within a restricted volume, this real-time shared-aperture method of tracking was extended to six-DOF measurements. Future AR applications of our shared-aperture tracking and display system will be highly accurate head tracking when the VRD is helmet mounted and worn within an enclosed space, such as an aircraft cockpit.
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Bliss, James P., Philip D. Tidwell, Cynthia L. Lyde, Jan Lockett, Barton L. Weathington, and R. Bowen Loftin. "Recognition of Emotions as a Function of Display Type, Emotion and Presentation Style." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 42, no. 10 (1998): 683–87. http://dx.doi.org/10.1177/154193129804201004.

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In recent situations such as Bosnia and Haiti, the failure of soldiers to interpret cultural expression has led to embarrassing and potentially dangerous situations. The current research represents an evaluation of virtual reality as a display medium for emotion recognition training. The research utilized a 3 × 3 × 6 mixed research design. Forty-eight undergraduates from the University of Houston viewed a human model that presented facial, gestural, and combined (facial and gestural) emotional expressions by means of a helmet-mounted display, monitor, or set of photographs. Participants then described and labeled the expressed emotions. Participants were equally accurate identifying emotions across presentation media, but recognized certain emotions more readily than others across presentation conditions. This research suggests that virtual environments may be effectively used to train cultural display recognition skills.
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Zeroth, Julia A., Lynnda M. Dahlquist, and Emily C. Foxen-Craft. "The effects of auditory background noise and virtual reality technology on video game distraction analgesia." Scandinavian Journal of Pain 19, no. 1 (2019): 207–17. http://dx.doi.org/10.1515/sjpain-2018-0123.

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Abstract Background and aims The present study was designed to evaluate the relative efficacy of two video game display modalities – virtual reality (VR) assisted video game distraction, in which the game is presented via a VR head-mounted display (HMD) helmet, versus standard video game distraction, in which the game is projected on a television – and to determine whether environmental context (quiet versus noisy) moderates the relative efficacy of the two display modalities in reducing cold pressor pain in healthy college students. Methods Undergraduate students (n=164) were stratified by sex and self-reported video game skill and were randomly assigned to a quiet or a noisy environment. Participants then underwent three cold pressor trials consisting of one baseline followed by two distraction trials differing in display modality (i.e. VR-assisted or standard distraction) in counter-balanced order. Results Participants experienced improvement in pain tolerance from baseline to distraction in both display modality conditions (p<0.001, partial η2=0.41), and there was a trend toward greater improvement in pain tolerance from baseline to distraction when using the VR HMD helmet than during standard video game distraction (p=0.057, partial η2=0.02). Participants rated pain as more intense when experienced with concurrent experimental background noise (p=0.047, partial η2=0.02). Pain tolerance was not influenced by the presence or absence of background noise, and there was not a significant interaction between display modality and noise condition. Though exploratory sex analyses demonstrated a significant three-way interaction between noise condition, sex, and display modality on pain intensity (p=0.040, partial η2=0.040), follow-up post-hoc analyses conducted for males and females separately did not reveal significant differences in pain intensity based on the interaction between noise condition and display modality. Conclusions As expected, video game distraction both with and without an HMD helmet increased pain tolerance; however, the two display modalities only marginally differed in efficacy within the population under study. The effect of auditory background noise on pain was mixed; while pain tolerance did not vary as a function of the presence or absence of background noise, the addition of noise increased pain intensity ratings. The interaction between participant sex, noise condition, and distraction modality on pain intensity trended toward significance but would require replication in future research. Implications Results suggest that video game distraction via HMD helmet may be superior to standard video game distraction for increasing pain tolerance, though further research is required to replicate the trending findings observed in this study. Though it does not appear that background noise significantly impacted the relative efficacy of the two different video game display modalities, the presence of noise does appear to alter the pain response through amplified pain intensity ratings. Further research utilizing more sophisticated VR technology and clinically relevant background auditory stimuli is necessary in order to better understand the impact of these findings in real-world settings and to test the clinical utility of VR technology for pain management relative to standard video game distraction.
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Dahlquist, L. M., K. E. Weiss, L. Dillinger Clendaniel, E. F. Law, C. S. Ackerman, and K. D. McKenna. "Effects of Videogame Distraction using a Virtual Reality Type Head-Mounted Display Helmet on Cold Pressor Pain in Children." Journal of Pediatric Psychology 34, no. 5 (2008): 574–84. http://dx.doi.org/10.1093/jpepsy/jsn023.

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Dahlquist, L. M., K. E. Weiss, E. F. Law, et al. "Effects of Videogame Distraction and a Virtual Reality Type Head-Mounted Display Helmet on Cold Pressor Pain in Young Elementary School-Aged Children." Journal of Pediatric Psychology 35, no. 6 (2009): 617–25. http://dx.doi.org/10.1093/jpepsy/jsp082.

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Beams, Ryan, Andrea S. Kim, and Aldo Badano. "Transverse chromatic aberration in virtual reality head-mounted displays." Optics Express 27, no. 18 (2019): 24877. http://dx.doi.org/10.1364/oe.27.024877.

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Alhassan, Mosaad, Fatimah Alhamad, Kholoud Bokhary, and Ali Almustanyir. "Effects of Virtual Reality Head-mounted Displays on Oculomotor Functions." International Journal of Ophthalmology & Visual Science 6, no. 1 (2021): 10. http://dx.doi.org/10.11648/j.ijovs.20210601.12.

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Yeh, Michelle, and Christopher D. Wickens. "Performance Issues in the Design of Helmet-Mounted Displays for Augmented Reality Applications." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 43, no. 22 (1999): 1176. http://dx.doi.org/10.1177/154193129904302201.

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Ellis, Stephen R., and Brian M. Menges. "Judged Distance to Virtual Objects in the near Visual Field." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 39, no. 21 (1995): 1400–1404. http://dx.doi.org/10.1177/154193129503902109.

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Errors in judged depth of nearby virtual objects presented via see-through, helmet mounted displays are examined as a function of monocular, biocular and stereoscopic viewing conditions, accommodative demand and subjects’ age. These errors are argued to be related to changes in binocular vergence. Suggestions for improved control of the judged distance to virtual objects and the cause of the judgment errors are briefly discussed.
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Dissertations / Theses on the topic "Helmet mounted displays; Virtual reality"

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So, Richard Hau Yue. "Optimising the response of head-coupled systems to dynamic head movements." Thesis, University of Southampton, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.261967.

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Gugenheimer, Jan [Verfasser]. "Nomadic virtual reality : overcoming challenges of mobile virtual reality head-mounted displays / Jan Gugenheimer." Ulm : Universität Ulm, 2020. http://d-nb.info/1204481172/34.

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Gustafsson, Anders. "Use of head mounted virtual reality displays in flight training simulation." Thesis, Linköpings universitet, Programvara och system, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-154016.

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The purpose of this thesis was to evaluate currently commercially available head mounted virtual reality displays for potential use in pilot training simulators. For this purpose acommercial simulator was modified to display the virtual environment in an Oculus RiftDK2 headset. A typical monitor based setup was used to provide a set of hardware requirements which the VR implementation had to meet or exceed to be considered potentially usable for pilot training simulators. User tests were then performed with a group of users representative of those normally using pilot training simulators, including both pilots and engineers working with simulator development. The main focus of the user tests was to evaluate some potential weaknesses found in the technical comparison (such as when a measured parameter was close to the lower limit defined by the monitor based setup) and to make a measurement of the usability of the VR implementation. The results from the technical comparison showed that the technical requirements were met and in most cases also exceeded. There were however some potential weaknesses revealed during the user tests, which included screen resolution and the field of view. There was one main critical deficiency found during the user tests. This was the lack of interaction with the aircraft as users were only able to interact with the flight stick and throttle lever. While this enabled the users to control many aspects of the aircraft (by using buttons and other controls fitted on the flight stick/throttle) in a training scenario a user also has to be able to interact with other switches and/or monitors in the cockpit. This was however a known limitation of the implementation and thus didn’t affect the tested parts of the simulator. The user tests also confirmed that the resolution was a potential problem, but that the overall usability was high. Thus the VR implementation had potential for use in a pilot training simulator, if the critical issues found during the user tests were solved.
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Mattiasson, Jesper, and Dongsheng Lu. "How does Head Mounted Displays affect users' expressed sense of in-game enjoyment." Thesis, Uppsala universitet, Institutionen för informatik och media, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-202692.

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In recent years, the rapid development of new head-mounted display technology (HMDs) for gaming provides usage opportunities for the mass market. A kickstarter project initiated by a well-known HMD developer Oculus Rift inspired our study. The main purpose of this study was to find out how a HMD will affect user’s expressed level of enjoyment. The method utilized in this study was a quantitative research method based on a research experiment. The thesis reports on a comparative study, in which the same game is played both with and without a HMD. Based on the analysis of our collected data, the results showed that playing games with a HMD does really give a boost in user’s enjoyment level. This may seem as a reasonable conclusion because the HMDs can provide the user with a more realistic and completely immersive in-game environment. Unfortunately there were some limitations in our study, one of the most crucial one was that the hardware was outdated, which significantly affected the reliability of the test results. For future prospects, it is recommended to use a more modern setup to acquire more reliable results, as well as optimizing the experience for the users.
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Hua, Hong. "Optical methods for enabling focus cues in head-mounted displays for virtual and augmented reality." SPIE-INT SOC OPTICAL ENGINEERING, 2017. http://hdl.handle.net/10150/626496.

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Developing head-mounted displays (HMD) that offer uncompromised optical pathways to both digital and physical worlds without encumbrance and discomfort confronts many grand challenges, both from technological perspectives and human factors. Among the many challenges, minimizing visual discomfort is one of the key obstacles. One of the key contributing factors to visual discomfort is the lack of the ability to render proper focus cues in HMDs to stimulate natural eye accommodation responses, which leads to the well-known accommodation-convergence cue discrepancy problem. In this paper, I will provide a summary on the various optical methods approaches toward enabling focus cues in HMDs for both virtual reality (VR) and augmented reality (AR).
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Mögel, Jens. "Virtual Reality und Augmented Reality als Werkzeug in der Aufstellplanung." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-215197.

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Aus Einleitung und Motivation "Die gegenwärtigen Entwicklungen von Head-Mounted Displays (HMD, hier synonym auch als Brille bezeichnet) für Virtual Reality (VR) und Augmented Reality (AR) schaffen ein nie da gewesenes Potential dieser Technologien als Werkzeuge in der Produktentwicklung. Wenngleich VR- und ARAnwendungen keineswegs neu in der Industrie sind, bringt der Fortschritt der Verbraucher-HMDs völlig neue Möglichkeiten. Immersive VR-Systeme bedeuten künftig keine hunderttausend Euro Anschaffung mehr – AR-Brillen dienen zukünftig nicht nur der Erweiterung der Realität mit zweidimensionalen Informationen. Cave Automatic Virtual Environments (CAVE), 360-Grad-Projektoren und interaktive Planungstische sind in der Fabrikplanung teilweise etabliert (Runde et al. 2015). Im Unterschied zu diesen Techniken können HMDs jedoch eine deutlich höhere Immersion ermöglichen, was auch für die Interaktion mit der virtuellen Umgebung von Vorteil sein kann. Das Gefühl der Immersion ist wichtig, um in bestimmten Entwicklungsphasen entsprechende Kriterien besser beurteilen zu können. Primär ist der VR-Einsatz für Bewertungsmerkmale sinnvoll, welche nur qualitativ und nicht quantitativ bewertbar sind (Pawellek 2014). Des Weiteren spielt auch die Eingabetechnologie eine essenzielle Rolle. Um mit virtuellen Elementen interagieren zu können, sollte das Eingabegerät echtzeitfähig und intuitiv sein. ..."
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Bauer, Mitchell D. "Characterization and Correction of Spatial Misalignment in Head-Mounted Displays." University of Dayton / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1510943954851583.

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Fidopiastis, Cali. "USER-CENTERED VIRTUAL ENVIRONMENT ASSESSMENT AND DESIGN FOR COGNITIVE REHABILITATION APPLICATIONS." Doctoral diss., University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3968.

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Virtual environment (VE) design for cognitive rehabilitation necessitates a new methodology to ensure the validity of the resulting rehabilitation assessment. We propose that benchmarking the VE system technology utilizing a user-centered approach should precede the VE construction. Further, user performance baselines should be measured throughout testing as a control for adaptive effects that may confound the metrics chosen to evaluate the rehabilitation treatment. To support these claims we present data obtained from two modules of a user-centered head-mounted display (HMD) assessment battery, specifically resolution visual acuity and stereoacuity. Resolution visual acuity and stereoacuity assessments provide information about the image quality achieved by an HMD based upon its unique system parameters. When applying a user-centered approach, we were able to quantify limitations in the VE system components (e.g., low microdisplay resolution) and separately point to user characteristics (e.g., changes in dark focus) that may introduce error in the evaluation of VE based rehabilitation protocols. Based on these results, we provide guidelines for calibrating and benchmarking HMDs. In addition, we discuss potential extensions of the assessment to address higher level usability issues. We intend to test the proposed framework within the Human Experience Modeler (HEM), a testbed created at the University of Central Florida to evaluate technologies that may enhance cognitive rehabilitation effectiveness. Preliminary results of a feasibility pilot study conducted with a memory impaired participant showed that the HEM provides the control and repeatability needed to conduct such technology comparisons. Further, the HEM affords the opportunity to integrate new brain imaging technologies (i.e., functional Near Infrared Imaging) to evaluate brain plasticity associated with VE based cognitive rehabilitation.<br>Ph.D.<br>Other<br>Engineering and Computer Science<br>Modeling and Simulation
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Olofsson, Jakob. "Input and Display of Text for Virtual Reality Head-Mounted Displays and Hand-held Positionally Tracked Controllers." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64620.

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The recent increase of affordable virtual reality (VR) head-mounted displays has led to many new video games and applications being developed for virtual reality environments. The improvements to VR technology has introduced many new possibilities, but has also introduced new problems to solve in order to make VR software as comfortable and as effective as possible. In this report, different methods of displaying text and receiving text input in VR environments are investigated and measured. An interactive user study was conducted to evaluate and compare the performance and user opinion of three different text display methods and four separate virtual keyboard solutions. Results revealed that the distance between text and user, with the same relative text size, significantly affected the ease of reading the text, and that designing a good virtual keyboard for VR requires a good balance of multiple factors. An example of such factors is the balance between precise control and the amount of physical exertion required. Additionally, the results suggest that the amount of previous experience with virtual reality equipment, and typing skill with regular physical keyboards, can meaningfully impact which solution is most appropriate.<br>Den senaste tidens ökning av prisvärda virtual reality (VR) glasögon har lett till en ökning av spel och applikationer som utvecklas för virtual reality miljöer. Förbättringarna av VR tekniken har introducerat många nya möjligheter, men även nya problem att lösa för att skapa VR mjukvara som är så bekväm och effektiv som möjligt. I den här rapporten undersöks och mäts olika metoder för att visa samt ta emot text i VR miljöer. Detta undersöktes genom utförandet av en interaktiv användarstudie som utvärderade och jämförde effektiviteten och användaråsikter kring tre olika metoder för att visa text samt fyra olika virtuella tangentbordslösningar. Resultatet visade att avståndet mellan användaren och texten, med samma relativa textstorlek, avsevärt påverkade lättheten att läsa texten, samt att designen av ett bra virtuellt tangentbord för VR kräver en bra balans mellan flera faktorer. Ett exempel på sådana faktorer är balansen mellan noggrann kontroll och den fysiska ansträngning som krävs. Resultatet tyder även på att mängden av tidigare erfarenhet med virtual reality utrustning samt skicklighet att skriva med vanliga fysiska tangentbord betydligt kan påverka vilka lösningar som är mest passande för situationen.
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Glaser, Noah. "The Development and Evaluation of a Virtual Reality Intervention for Adults with Autism: A Design-based Research Study." University of Cincinnati / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1593268153218402.

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Books on the topic "Helmet mounted displays; Virtual reality"

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Melzer, James E. Head-mounted displays: Designing for the user. McGraw-Hill, 1997.

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Moffitt, Kirk, and James E. Melzer. Head-Mounted Displays: Designing for the User. McGraw-Hill Professional, 1996.

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Moffitt, Kirk, and James E. Melzer. Head-Mounted Displays: Designing for the User. McGraw-Hill Professional, 1996.

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Book chapters on the topic "Helmet mounted displays; Virtual reality"

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Kane, Stephanie, and Ryan M. Kilgore. "Helmet-Mounted Displays to Support Off-Axis Pilot Spatial Orientation." In Virtual, Augmented and Mixed Reality: Applications in Health, Cultural Heritage, and Industry. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91584-5_23.

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Bowditch, John, and Matt Love. "Choosing Cameras and Head-Mounted Displays." In The Power of Virtual Reality Cinema for Healthcare Training. Productivity Press, 2021. http://dx.doi.org/10.4324/9781003168683-7.

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Ihemedu-Steinke, Quinate Chioma, Rainer Erbach, Prashanth Halady, Gerrit Meixner, and Michael Weber. "Virtual Reality Driving Simulator Based on Head-Mounted Displays." In Automotive User Interfaces. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-49448-7_15.

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Luo, Siqi, Robert J. Teather, and Victoria McArthur. "Camera-Based Selection with Cardboard Head-Mounted Displays." In HCI International 2020 – Late Breaking Papers: Virtual and Augmented Reality. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-59990-4_29.

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Werrlich, Stefan, Carolin Lorber, Phuc-Anh Nguyen, Carlos Emilio Franco Yanez, and Gunther Notni. "Assembly Training: Comparing the Effects of Head-Mounted Displays and Face-to-Face Training." In Virtual, Augmented and Mixed Reality: Interaction, Navigation, Visualization, Embodiment, and Simulation. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91581-4_35.

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Kim, Gyoung, Joonhyun Jeon, and Frank Biocca. "M.I.N.D. Brain Sensor Caps: Coupling Precise Brain Imaging to Virtual Reality Head-Mounted Displays." In Augmented Cognition: Intelligent Technologies. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91470-1_11.

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Mallam, Steven C., Salman Nazir, Sathiya Kumar Renganayagalu, Jørgen Ernstsen, Sunniva Veie, and Anders Emil Edwinson. "Design of Experiment Comparing Users of Virtual Reality Head-Mounted Displays and Desktop Computers." In Advances in Intelligent Systems and Computing. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-96077-7_25.

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Maraj, Crystal, Jonathan Hurter, and Joseph Pruitt. "Using Head-Mounted Displays for Virtual Reality: Investigating Subjective Reactions to Eye-Tracking Scenarios." In Lecture Notes in Computer Science. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77599-5_27.

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Klečková, Sára, Petr Děcký, and Petr Zámečník. "Cybersickness and Its Implications for Using Virtual Reality Head Mounted Displays in Transport Psychology Research." In Advances in Simulation and Digital Human Modeling. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-79763-8_15.

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Rudolph, Bryson, Geoff Musick, Leah Wiitablake, et al. "Investigating the Effects of Display Fidelity of Popular Head-Mounted Displays on Spatial Updating and Learning in Virtual Reality." In Advances in Visual Computing. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-64556-4_52.

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Conference papers on the topic "Helmet mounted displays; Virtual reality"

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Reynolds, Craig, Louis J. Everett, and Richard A. Volz. "Identifying the Pose Between a Head Mounted Display and a Head Pose Sensor." In ASME 2000 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2000. http://dx.doi.org/10.1115/detc2000/mech-14159.

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Abstract Head mounted displays (HMDs) are common hardware in a virtual reality environment. Sensors are commonly installed on the helmet to provide information about where the operator is looking. If the operator rotates the helmet, the virtual scene should rotate correspondingly. If the point of rotation (POR) of the operator’s head differs from the POR used to transform the image, the display may behave in bizarre ways. In “enhanced reality” and similar applications the virtual scene must also accurately correspond to the real world. When the virtual scene must accurately correspond to a real scene, it becomes necessary to accurately match the virtual display to the real world. A method for automatically collecting data to align these scenes is described and demonstrated in this paper. A theoretical basis for the method and experimental data are presented. Results indicate that the underlying assumptions of the theory are reasonable and that the errors in the method are reasonable.
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Posselt, Bonnie, Eric Seemiller, Eric Palmer, Geno Imel, Marc Winterbottom, and Steve Hadley. "Does individual stereo acuity affect performance using stereo 3D in a helmet mounted display?" In Virtual, Augmented, and Mixed Reality (XR) Technology for Multi-Domain Operations II, edited by Mark S. Dennison, David M. Krum, John (Jack) N. Sanders-Reed, and Jarvis (Trey) J. Arthur. SPIE, 2021. http://dx.doi.org/10.1117/12.2588017.

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Barzilay, O., and A. Wolf. "A Virtual Adaptive Biofeedback System for Neuromuscular Rehabilitation." In ASME 2008 9th Biennial Conference on Engineering Systems Design and Analysis. ASMEDC, 2008. http://dx.doi.org/10.1115/esda2008-59363.

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The purpose of this research is to enhance the methods used in biomechanical rehabilitation by combining virtual reality, motion capture and biofeedback instrumentation. During training the subject is wearing a head-mounted helmet, in which virtual tasks (i.e. motions) are displayed to him. During training, the patient is asked to follow target motions which are displayed to him and match his own movement to them. During training the patient kinematics and electromyograms (E.M.G.) signals are being tracked by Vicon Motion tracking system. We use an intelligent learning system to learn, on-line patient performance. For training, we use kinematics and electromyogram data provided by the Vicon motion system. Once trained, the system changes and adapts the tasked displayed to the subject for better patient-specific neuromuscular rehabilitation. Moreover, the system creates a more entertaining environment also resulting in a more efficient physiotherapy in adults and especially in pediatric. Besides physiotherapy, this system can be used in other applications, such as performance enhancement in sports training and as an educational tool in any application requiring precise movement and coordination.
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Veron, Harry, P. J. Hezel, and David A. Southard. "Head-mounted displays for virtual reality." In SPIE's International Symposium on Optical Engineering and Photonics in Aerospace Sensing, edited by Ronald J. Lewandowski, Wendell Stephens, and Loran A. Haworth. SPIE, 1994. http://dx.doi.org/10.1117/12.177384.

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"The battle for head-mounted displays [panel discussion]." In 2014 IEEE Virtual Reality (VR). IEEE, 2014. http://dx.doi.org/10.1109/vr.2014.6802116.

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Hoberman, Perry, David M. Krum, Evan A. Suma, and Mark Bolas. "Immersive training games for smartphone-based head mounted displays." In 2012 IEEE Virtual Reality (VR). IEEE, 2012. http://dx.doi.org/10.1109/vr.2012.6180926.

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Ruimin Zhang and Scott A. Kuhl. "Flexible and general redirected walking for head-mounted displays." In 2013 IEEE Virtual Reality (VR). IEEE, 2013. http://dx.doi.org/10.1109/vr.2013.6549395.

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8

Kading, Benjamin, and Jeremy Straub. "Enhancing head and helmet-mounted displays using a virtual pixel technology." In SPIE Defense + Security, edited by Daniel D. Desjardins, Kalluri R. Sarma, Peter L. Marasco, and Paul R. Havig. SPIE, 2015. http://dx.doi.org/10.1117/12.2177079.

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9

Danieau, Fabien, Antoine Guillo, and Renaud Dore. "Attention guidance for immersive video content in head-mounted displays." In 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892248.

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Zhao, Jingbo, Robert S. Allison, Margarita Vinnikov, and Sion Jennings. "Estimating the motion-to-photon latency in head mounted displays." In 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892302.

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Reports on the topic "Helmet mounted displays; Virtual reality"

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Hezel, Paul J., and Harry Veron. Head Mounted Displays for Virtual Reality. Defense Technical Information Center, 1993. http://dx.doi.org/10.21236/ada263498.

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