Evaluation of Human Adaptation in a Monoscopic Video See-Through Headset
Abstract
Video see-through (VST) cameras, integrated in virtual reality (VR) headsets, offer a convenient means to bridge the real world and virtual objects. However, performing tasks within a VST system can deviate from real-world experiences. In this study, we assess the technical specifications of a commercially available consumer-grade virtual reality headset and investigate user performance across various tasks within a VST environment using a pilot user study and the prism adaptation method. Tasks include object relocation, drinking, screwing, and typing on a physical tablet. Our findings reveal a decline in performance for tasks requiring close-range interaction and screen-based operations, accompanied by a user adaptability to the studied tasks. We also note mild motion sickness symptoms but find no discernible aftereffects associated with the tasks examined.
Keywords: Mixed Reality, Virtual Reality, Adaptation
DOI: 10.54941/ahfe1005539
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