OVERVIEW
POEMS will develop reliable multi-level measurement
methods for perceived spatial presence and ego-motion. These methods will be
used to establish and model optimal auditory, visual, and vibrational
rendering parameters and cross-modal, synergistic interactions.
In most existing VR applications, we lack the intuitive
feeling of being "spatially present", resulting in a reduced performance for
spatial tasks. POEMS pursues a human-centred approach to solve this
problem. POEMS will develop reliable multi-level measurement methods
for perceived spatial presence and ego-motion. These methods will be used to
establish and model optimal auditory, visual, and vibrational rendering
parameters and cross-modal, synergistic interactions. This will enable us to
outline a lean and cost-effective VR set-up that allows for convincing
simulation of ego-motions without actually moving the observer, by combining
auditory, visual, and vibrational cues. Future VE platforms optimise from
both a perceptual and technical point-of-view based on the POEMS concept,
will ultimately be compact, easily transportable, quiet, low-cost, and safe,
since they just use projected 3D graphics, 3D sound, and vibrations, without
any potentially dangerous moving parts.
OBJECTIVES
The overall objective of POEMS is to define the
perceptually relevant rendering parameters for enhanced spatial presence
experience. POEMS will develop reliable and valid multi-level
measurement methods (subjective-introspective, psychophysical, physiological
and behavioral) for spatial presence and ego-motion perception. These
methods will be used to establish "optimal" auditory, visual, and
vibrational rendering parameters as well as cross-modal, synergistic
interactions important for perceiving spatial presence and ego-motion. Using
this knowledge, the relation between rendering parameters, cross-modal
effects, and spatial presence will be mathematically modeled.
The long-term aim is to enable developers and designers of
VR systems to optimize their simulations both technically and perceptually,
thus allowing for lean, elegant, and low-cost VR simulations with a high
sense of spatial presence and ego-motion. This is a prerequisite for the
usability of VR for, e.g., training purposes.
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