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How does The Brain Comprehend What The Eye See Through The Desktop 360-degree Field of ViewsAuthor: Ambika Shahu Date: 2020-05-25 Report no: IIIT/TH/2020/41 Advisor:Priyanka Srivastava AbstractTechnology is rapidly changing the face of the world by digitizing our experiences from mobile interfaces to affective computing to immersive/ non-immersive 360-degree field of view (FOV). Despite growing importance of the 360-degree FOV, very few studies have evaluated the effectiveness of user-interface (UI) design and individual differences, such as gaming experience, in such interactions. Further, these studies lack the evaluation of time-induced stress during such complex interactions specifically during demanding situations like military operations or reconnaissance.The current thesis focuses on identifying the cognitive challenges with 360-degree 2D remote visual display interface. The studies have two main objectives: 1. Identify necessary display characteristics and cognitive issues related to, specifically, spatial perception and cognitive mapping for 360-degree 2D virtual display interface design 2. Evaluation of Stimulus-Response compatibility as 360-degree virtual environment differs from real world settings We conducted series of experiment to assess the effect of gaming experience under timer vs. no-timer condition, on the navigation, direction estimation, and spatial memory while using various 360-degree 2D interface designs. Participants’ tasks were to navigate in the 3D virtual terrain, locate the targets with perceived egocentric direction, and later place the targets on the overhead map of the terrain. In a follow up study, participants were asked to draw a cognitive map of the virtual environment (VE) post navigation. Interface display designs, gaming experience, and timer (inducing stress) were compared based on navigation time, egocentric direction estimation, target placement and mapping accuracy. Behavioural results showed an advantage of gaming experience in navigation and in direction estimation. Though non-timer condition favoured the gamers in direction estimation, the timer condition did not show any gain based on gaming experience. Interface display designs with visual boundaries showed an advantage in direction estimation. However, no effect of interface display design and gaming experience was observed on target placement task, indicating feeble mental map development during the exploration phase. Results show better cognitive mapping with two split screens 360-degree view compared to other UI designs, indicating a better spatial compatibility. Further, gamers scored better than non-gamers across the interfaces in 360-degree 2D virtual display. In addition, the data indicates that it’s not only the UI designs, but also the individual capabilities such as gaming experience and gender that can influence the task performance. Results from current research will give us an insight into effective 360-degree 2D UI display designs that might be used in security and safety, entertainment, surveillance, or driving simulation purposes Full thesis: pdf Centre for Cognitive Science |
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