Military Space News
TECH SPACE
Researchers take new 'mixed reality' headsets for a spin
Stanford VHIL researchers developing the protocol for how to safely use headsets in public. (Image credit: Virtual Human Interaction Lab)
Researchers take new 'mixed reality' headsets for a spin
by Adam Hadhazy for Stanford News
Stanford CA (SPX) Feb 02, 2024

Among the buzziest consumer technologies right now are "mixed reality" or "spatial computing" headsets that convincingly blend views of the real world with digital content.

A key enabling technology behind these gizmos is passthrough video, which involves blocking out all light so users must rely on cameras on the headsets to see the external world around them via real-time video playing on tiny screens. The arrangement allows users to physically interact with their environments and go about daily activities but with added digital content displayed, ranging from familiar device apps to innovative gaming scenarios. If tech companies' visions come true, users would wear these headsets for extended periods, even all day long at work and at home, ushering in new modes of human-computer and social interaction.

To put passthrough video through its paces, a diverse team of Stanford researchers recently conducted field tests alongside longitudinal analyses of their personal journeys and interpersonal interactions. As described in a new study in Technology, Mind, and Behavior, overall user experiences proved - fittingly enough - mixed, with moments of both awe and unsettlement. The researchers accordingly recommend caution regarding prolonged headset use and call for a longer-term assessment.

"Given how far headsets with passthrough video have come, it's time to dedicate serious academic thought to the psychological and behavioral effects of this technology," said Jeremy Bailenson, the Thomas More Storke Professor in the Stanford School of Humanities and Sciences and founding director of the Virtual Human Interaction Lab (VHIL). "We want to understand the implications of living in a life in which we rely on passthrough for hours every day to see the world around us."

Pros of passthrough
For the study, 10 research scholars in the VHIL and Bailenson himself spent at least 140 minutes over two or three sessions wearing Meta Quest 3 passthrough video headsets, which became widely available in October 2023.

The researchers engaged in a wide range of activities such as having conversations, walking outdoors, playing games, and eating and cooking food. For safety reasons, given concerns about potentially tripping over objects or encountering moving people or vehicles, a chaperone not wearing a headset remained present at all times.

The study participants attempted to examine the experience from both a hands-on, subjective perspective as well as a removed, clinical view. "We took an observational approach, more akin to naturalists, and really dove into the medium in an exploratory way," said study co-author James Brown, a master's student in the Symbolic Systems Program.

In general, the researchers found they enjoyed many aspects of having reality filtered through passthrough. "For a lot of us, wearing a headset in public was exciting," said study co-author Monique Tania Santoso, a doctoral student in the Department of Communication.

"It was a very novel experience being in these headsets while walking around campus, interacting with strangers, and even buying coffee," said co-author Portia Wang, a second-year master's student in the Management Science and Engineering Department studying computational social science.

As for Bailenson, who has long followed the development of passthrough video and recalls first donning a rudimentary device back in the late 1990s, the experience was "mind-blowing" in comparison.

"It's hard to describe until you try it, but it feels like magic with these newest headsets," Bailenson said. "The immediacy of the video, the stereo color, and the incredible visuals that can be rendered, including making walls or objects disappear - your eyes and brain for the most part can't tell the difference."

Still not as real as real
As the researchers continued to spend time immersed in passthrough video, however, significant imperfections became apparent that impacted how users felt and would likely pose problems for frequent headset wearing.

In the headset, peripheral vision is lost and users can only take in around half of what humans normally see. And the gadgets still cannot quite match the sharpness of natural vision. Distortion occurs as well - a sort of "funhouse mirror" effect with objects' shapes and dimensions appearing unnatural or morphing - and there was a just-noticeable lag in the display changing when users move their heads to a new view.

"Even though the world you are looking at is real, it certainly has a video-game-like 'otherness' to it," said Brown.

These issues manifested as users often underestimating distances to objects. For example, giving "high fives" proved challenging, and when users tried bringing a spoon to their mouths when eating, the headset view suggested the spoon had reached their lips, though, in reality, the spoon hovered a few inches away.

While headset wearers learned to account for these inaccuracies, what concerns Bailenson's team is the extent to which such overcompensation could linger after prolonged headset usage.

"The companies making these headsets want you to wear them all day, but what are the aftereffects and how long do they last?" Bailenson said. "A plausible scenario could be walking down a flight of stairs and you miss a step, or driving a car and you misjudge distances."

All these effects contributed to profound feelings of what is known in this research as "social absence." Instances of this included "challenges of discerning distant facial expressions," noted by Wang, and the "lack of eye gaze," reported by Santoso. "People in the outside world became very absent, as if we were watching them on TV," Bailenson said. "The person walking or cycling by or sitting near you didn't feel physically real."

A final problem the team encountered in their field tests was simulator sickness, a kind of motion sickness long-documented in virtual reality and first-person gaming.

"When your eyes see the world move one way, and your body experiences it differently, simulator sickness can follow," said Bailenson. "I was surprised because all 11 of us in this study are headset veterans, but even from relatively short periods of use, we tended to feel uncomfortable."

Adapting and moderating
Given their experiences, the Stanford researchers recommend that mixed reality headset users proceed cautiously as they adjust to the medium rather than dive into day-long binges.

Bailenson specifically advocates for users of mixed reality products - as well as the headset manufacturers themselves - to consider reducing the amount of time in the headset and taking breaks.

"There is great potential for passthrough video headsets across all kinds of applications," said Bailenson. "But there are pitfalls as well that can lessen the user experience, from feelings of social absence to motion sickness, and aftereffects that could possibly even be dangerous."

Research Report:Seeing the World through Digital Prisms: Psychological Implications of Passthrough Video Usage in Mixed Reality

Related Links
Virtual Human Interaction Lab
School of Humanities and Sciences
Space Technology News - Applications and Research

Subscribe Free To Our Daily Newsletters
Tweet

RELATED CONTENT
The following news reports may link to other Space Media Network websites.
TECH SPACE
China grants over 100 video game licences as crackdown wanes
Beijing (AFP) Jan 26, 2024
China has granted more than 100 new video game licences in January, regulators said Friday, the highest number of monthly approvals since Beijing lifted a freeze imposed during a sweeping state crackdown on the sector. The world's second largest economy is also one of its biggest markets for video games, worth some $42.2 billion, according to official figures. Beijing moved against the sector in 2021 as part of a sprawling crackdown on Big Tech, placing a strict cap on the amount of time childr ... read more

TECH SPACE
THAAD Localization Efforts Align with Saudi Vision 2030 Objectives

Northrop Grumman Advances Homeland Defense with Early NGI Milestone

U.S. hits two more Houthi missiles in ninth Yemen attack

MBDA secures contracts to fortify Royal Navy's against ballistic threats

TECH SPACE
North Korea fires more cruise missiles in testing spree

US strikes five missiles in Yemen: military

North Korea fires more cruise missiles in testing spree

NKorea's Kim oversaw test of cruise missiles launched from submarine: state media

TECH SPACE
US downs drone off Yemen, strikes uncrewed surface vessel

US approves $4 bn India drone deal after assassination row

AFWERX and Xwing Showcase Autonomous Flight Capabilities with Cessna 208B

NASA Autonomous Flight Software Successfully Used in Air Taxi Stand-Ins

TECH SPACE
Government Connectivity Enters New Era: MetTel and Partners Highlight LEO Satellite Solutions

General Atomics to Showcase Optical Communication Terminals in Space with SDA Contract

L3Harris Technologies showcases Waveform X capabilities in live flight demonstration

Lockheed Martin secures $890M SDA contract for advanced missile tracking satellites

TECH SPACE
Northrop Grumman Delivers First IBCS Production Unit to U.S. Army

Eglin showcases the strategic advantage of deployable scientist and engineer team

Britons should be prepared to fight a land war: army chief

Lithuania seeks Leopard tanks amid security concerns

TECH SPACE
Defense Department lists dozens of Chinese military companies operating in U.S.

Canada drops ban on military exports to Turkey

India fetes France's Macron at annual military parade

UK arms export licences to Israel in the dock

TECH SPACE
Maldives says India to withdraw troops from March

Hungary ruling party holds up Swedish NATO bid vote

Maldives vows to boost defences after telling Indian troops to leave

Meeting NATO, Blinken warns Ukraine gains in doubt if no US aid

TECH SPACE
MIT.nano equipment to accelerate innovation in "tough tech" sectors

Subscribe Free To Our Daily Newsletters




The content herein, unless otherwise known to be public domain, are Copyright 1995-2024 - Space Media Network. All websites are published in Australia and are solely subject to Australian law and governed by Fair Use principals for news reporting and research purposes. AFP, UPI and IANS news wire stories are copyright Agence France-Presse, United Press International and Indo-Asia News Service. ESA news reports are copyright European Space Agency. All NASA sourced material is public domain. Additional copyrights may apply in whole or part to other bona fide parties. All articles labeled "by Staff Writers" include reports supplied to Space Media Network by industry news wires, PR agencies, corporate press officers and the like. Such articles are individually curated and edited by Space Media Network staff on the basis of the report's information value to our industry and professional readership. Advertising does not imply endorsement, agreement or approval of any opinions, statements or information provided by Space Media Network on any Web page published or hosted by Space Media Network. General Data Protection Regulation (GDPR) Statement Our advertisers use various cookies and the like to deliver the best ad banner available at one time. All network advertising suppliers have GDPR policies (Legitimate Interest) that conform with EU regulations for data collection. By using our websites you consent to cookie based advertising. If you do not agree with this then you must stop using the websites from May 25, 2018. Privacy Statement. Additional information can be found here at About Us.