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an understanding of Human Factors leads to : |
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Definition
knowledge of mental & physical human limitations can lead to: -better system design -more effective training of the user -can increase system usability |
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compliance due to apprehensions that choosing otherwise would make us appear deviant |
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compliance due to the belief that others must be correct in their judgements |
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Conceptual Definition vs Operational Definition |
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Conceptual definitions are abstract
Operational definitions are concrete & quantifiable |
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- lurking variables that have influence on two things which are correlated. |
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within-participants design |
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Definition
when all the participants of a study are assigned to all treatments |
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between-participants design |
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Definition
when the participants of a study are kept separate and only assigned to one treatment |
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this occurs when one level of treatment in an experiment exerts an influence of another. (first they run, then they do situps, for example) |
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designing a within-participants experiment so that carryover effects are minimized, and ideally eliminated |
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if the operational definitions actually reflect conceptual definitions the experiment has construct validity.
(i.e. Testing sandwich flavor by measuring how far you could throw it =poor construct validity) |
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if an experiment accurately represents real-world conditions then it has good ecological validity |
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if the changes in the Dependant Variable could ONLY be explained by changes in the Independent Variable, then it has internal validity. |
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if the experiment generalizes well to other situations, then it has high external validity |
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three goals of human factors |
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Definition
-enhance performance -increase safety -increase user satisfaction |
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three primary questions of cognitive psychology |
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Definition
-how is knowledge acquired -how is knowledge retained -how is knowledge used |
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-Hypothesize -Operationalize -Measure -Evaluate -Revise/Replicate |
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difference between direct and indirect interaction |
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Definition
indirect movements are where real movements must have to translate to a different kind of avatar movement or command (Joystick, controller)
direct movement is when commands translate naturally to the same kind of command in the environment (turning head to change viewpoint. Walking to move avatar) |
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Term
two methods for dealing with walking space in VR |
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Definition
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two main reasons why visual acuity is lower in peripheral vision |
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Definition
-very few cones in peripheral vision
-much fewer neurons devoted to processing peripheral fields (results in bottlenecking) |
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Term
cues to absolute distance |
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Definition
-accommodation -convergence |
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cues to relative distance |
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-binocular disparity -occulusion -height in the field -linear perspective -texture gradient -lighting/shading -motion parralax |
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Term
Knapp & Loomis (2003) study on Field of View - main results: |
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Definition
-open box on the head study
Found only slightly contributed to distance under-perception in VR |
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Thompson et. al (2004) on graphics quality |
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Definition
photorealistic vs low quality vs wire-frame study
found only slightly contributed to distance underperception in VR |
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Willemsen et al (2008) on stereo cues |
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Definition
found stereo cues are not the cause of distance underperception in VR (only slight contribution) |
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Term
three scenarios which can lead to accurate distance perception in virtual environments |
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Definition
- when environment is virtual replica of a real space.
-when a self-avatar is represented (seems to provide some scale for user)
- after user has interacted with environment for a while & adjusted to it |
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Term
Strengths & weaknesses of observational studies |
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Definition
Str: Easy, can be done in subjects' natural environment
Lim:Few predictions, Hawthorne Effect, No causation, behavior can be challenging to see |
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strengths & weaknesses of correlational studies |
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Definition
Str: surveys are very fast (by comparison to other methods), can be useful when variables are unethical to manipulate in an experiment
Lim: cannot establish causality, vulnerability to lurking variables |
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strengths & weaknesses of within participants design (experiment) |
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Definition
str: requires fewer test subjects, differences between people are reflected in all conditions
lim: carryover effects, practice, fatigue |
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strengths & weaknesses of between participants design (experiment) |
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Definition
Strengths: no carryover effects, practice, or fatigue
limitations: requires more participants |
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strengths & weaknesses of an Experiment |
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Definition
str: can establish causality, control
weaknesses: may not be generalizable, difficult or unethical to manipulate some things |
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Term
the four elements of virtual reality: |
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Definition
-Virtual environment -Sensory Feedback -interactivity -immersion |
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pros & cons of CAVE system |
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Definition
PROS: -multiple people -real world environment visible -stereo glasses are lightweight -untethered
CONS: -very expensive -walking space limited |
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pros & cons of head-mounted displays |
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Definition
PROS: -comparatively affordable -larger walking space, but still limited by room size
CONS: -heavy -often times tethered -reduced field of view -only one person -occludes real environment |
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two ways we deal with limited space in virtual reality: |
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Definition
treadmills
redirected walking |
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