Unleashing the potential of VR: reducing sickness in head-mounted displays. Virtual reality (VR) is a breakthrough technology with a host of applied uses. Unfortunately, many people become sick when using head-mounted displays (HMDs). Our project proposes, and aims to test, a new theory of this cybersickness. We intend to quantify the sensory conflicts produced by HMD VR for the first time and measure their effects on perception, eye-movements, balance and well-being. The project will 1) determi ....Unleashing the potential of VR: reducing sickness in head-mounted displays. Virtual reality (VR) is a breakthrough technology with a host of applied uses. Unfortunately, many people become sick when using head-mounted displays (HMDs). Our project proposes, and aims to test, a new theory of this cybersickness. We intend to quantify the sensory conflicts produced by HMD VR for the first time and measure their effects on perception, eye-movements, balance and well-being. The project will 1) determine the causes of, and conditions responsible for, cybersickness; and 2) offer practical information on how to prevent it. These outcomes are expected to directly benefit, and greatly improve HMD use in, fields ranging from defence, education, entertainment, gaming, medicine, real estate, simulation training and tourism.Read moreRead less
Modelling human perceptual-motor interaction for human-machine applications. This project aims to develop a new modelling framework for identifying the perceptual-motor processes that underlie cooperative and competitive human interaction. The project will also determine whether this modelling framework can be combined with modern machine-learning methods to develop artificial agents capable of human level performance. Expected outcomes will include a practical methodology for rapidly generating ....Modelling human perceptual-motor interaction for human-machine applications. This project aims to develop a new modelling framework for identifying the perceptual-motor processes that underlie cooperative and competitive human interaction. The project will also determine whether this modelling framework can be combined with modern machine-learning methods to develop artificial agents capable of human level performance. Expected outcomes will include a practical methodology for rapidly generating models of effective human interaction that can be easily implemented in human-machine systems. This will provide a richer understanding of the fundamental perceptual-motor processes that support robust human interaction and enhanced the effectiveness of human-machine collaboration and training technologies.Read moreRead less
Designing work roles for crew operating multiple unmanned aircraft. The aim of this project is to identify how work roles should be designed for crew operating multiple Unmanned Aircraft (UA). Industry expects that the introduction of higher levels of automation in next-generation UA systems will reduce the operational costs associated with UA by enabling human crews to simultaneously manage multiple aircraft. The current project examines the safety and effectiveness of different types of work d ....Designing work roles for crew operating multiple unmanned aircraft. The aim of this project is to identify how work roles should be designed for crew operating multiple Unmanned Aircraft (UA). Industry expects that the introduction of higher levels of automation in next-generation UA systems will reduce the operational costs associated with UA by enabling human crews to simultaneously manage multiple aircraft. The current project examines the safety and effectiveness of different types of work designs for these systems. The primary outcome will be a set of recommendations regarding the design of work roles for the crew of next-generation UA systems. Expected benefits include improvements in safety and cost-effectiveness of next-generation UA systems.Read moreRead less
The role of non-visual cues in regulating perception and skilled movement. This project aims to investigate the impact of non-visual sensory information on what we see and how we move. The project intends to enhance understandings of how information from our senses is combined and how this might inform the development of simulators which are increasingly used as tools for training. Expected outcomes include methods for optimising the design of simulator technologies used in a wide range of medic ....The role of non-visual cues in regulating perception and skilled movement. This project aims to investigate the impact of non-visual sensory information on what we see and how we move. The project intends to enhance understandings of how information from our senses is combined and how this might inform the development of simulators which are increasingly used as tools for training. Expected outcomes include methods for optimising the design of simulator technologies used in a wide range of medical, military and industrial training applications.Read moreRead less
The sensory prerequisites of effective simulator-based pilot training. This Project aims to investigate the use of head-mounted virtual reality systems for training, with specific focus on the aviation industry. The Project expects to improve our understanding of how pilots combine information from their sensory systems in order to successfully operate an aircraft. Expected outcomes include methods for specifying the optimal design of simulators intended to prepare pilots for a specific task, wi ....The sensory prerequisites of effective simulator-based pilot training. This Project aims to investigate the use of head-mounted virtual reality systems for training, with specific focus on the aviation industry. The Project expects to improve our understanding of how pilots combine information from their sensory systems in order to successfully operate an aircraft. Expected outcomes include methods for specifying the optimal design of simulators intended to prepare pilots for a specific task, with the ultimate goal of developing and validating a prototype training device. The outcomes are expected to benefit many areas of pilot training by improving the design and optimising the cost of simulator technologies at a time when the aviation industry is struggling to meet the global demand for new pilots.Read moreRead less
Reading facial expressions from real and virtual humans. This project aims to advance understanding of human emotional communication and improve human rapport with the virtual humans and avatars that are rapidly infiltrating our social world. Using two unique stimulus sets - naturalistic human expressions and highly realistic virtual faces - together with powerful genetic, experimental, and individual differences designs, the project expects to answer previously intractable questions in emotion ....Reading facial expressions from real and virtual humans. This project aims to advance understanding of human emotional communication and improve human rapport with the virtual humans and avatars that are rapidly infiltrating our social world. Using two unique stimulus sets - naturalistic human expressions and highly realistic virtual faces - together with powerful genetic, experimental, and individual differences designs, the project expects to answer previously intractable questions in emotion science, as well as deliver tangible outcomes, such as new psychological tests to better understand human social connection. This should provide significant benefits, by improving emotion communication and offering a new perspective on how artificial intelligence can best serve human social needs.
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Discovery Early Career Researcher Award - Grant ID: DE210101107
Funder
Australian Research Council
Funding Amount
$412,744.00
Summary
Ahead of the Game: Balancing the Gaming Industry and Public Interest. This project battles the risks and embraces the benefits of digital gaming. There is a risk that one loses control of their gaming and prioritises it over other duties. This is offset by the benefits of using digital games for health. It is the first to decode and use the health data embedded in the connection between the gamer and their game persona (avatar). It does this by concurrently assessing important gamer, family, cul ....Ahead of the Game: Balancing the Gaming Industry and Public Interest. This project battles the risks and embraces the benefits of digital gaming. There is a risk that one loses control of their gaming and prioritises it over other duties. This is offset by the benefits of using digital games for health. It is the first to decode and use the health data embedded in the connection between the gamer and their game persona (avatar). It does this by concurrently assessing important gamer, family, cultural and game structure features. Findings will prompt the ethical growth of the Australian Health games industry and inform strategies to combat gaming disorder by tailoring games to users' needs. This will uniquely benefit Australians by re-directing this growing industry to better serve the public interest.Read moreRead less
Square Eyes or All Lies? Understanding Children's Exposure to Screens. This project will examine Australian parents’ number one concern about their children’s health and behaviour – their interactions with electronic screens. Current screen time guidelines are based on low-quality evidence and lack the nuance required to address this complex issue. This project will use innovative technology to resolve these weaknesses. Wearable cameras will measure what children are doing on screens, and where, ....Square Eyes or All Lies? Understanding Children's Exposure to Screens. This project will examine Australian parents’ number one concern about their children’s health and behaviour – their interactions with electronic screens. Current screen time guidelines are based on low-quality evidence and lack the nuance required to address this complex issue. This project will use innovative technology to resolve these weaknesses. Wearable cameras will measure what children are doing on screens, and where, when, and how long they are doing it. The project will also investigate how screen time impacts children’s development and how it is influenced by their environment. This evidence will benefit children by improving screen time guidelines, and help parents understand the impact of screen time on children’s development.
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Emergent cues underlying the perception of shape, colour, and material . This goal of this project is to identify the information the visual system uses to extract the three-dimensional structure and material composition of objects. This project aims to generate an advanced understanding of the information that supports these perceptual abilities and to advance our understanding how this information is learned from exposure to natural scenes. The findings of this work are expected to benefit ou ....Emergent cues underlying the perception of shape, colour, and material . This goal of this project is to identify the information the visual system uses to extract the three-dimensional structure and material composition of objects. This project aims to generate an advanced understanding of the information that supports these perceptual abilities and to advance our understanding how this information is learned from exposure to natural scenes. The findings of this work are expected to benefit our understanding of the human visual system, and to provide insights into the information needed to advance the development of deep neural networks (machine learning) that exploit the same information used by humans to guide our behavior and recognize objects and materials.Read moreRead less
Perceiving and misperceiving the causes of optical structure. This project aims to understand the conditions that cause humans to misperceive the shape and surface properties of real-world materials. Most natural materials are translucent to varying degrees, but little is known about how light is transported through them or how such materials are perceived or misperceived. This project will determine the conditions and causes responsible for the misperception of material properties and shape, an ....Perceiving and misperceiving the causes of optical structure. This project aims to understand the conditions that cause humans to misperceive the shape and surface properties of real-world materials. Most natural materials are translucent to varying degrees, but little is known about how light is transported through them or how such materials are perceived or misperceived. This project will determine the conditions and causes responsible for the misperception of material properties and shape, and will offer practical information about what can be done to minimise such misperceptions. The outcomes of the project are expected to lead to new techniques for depicting and manipulating real-world translucent materials in computer graphics, virtual reality, and gaming industries.Read moreRead less