How human navigate the world — display in virtual environment

Mijin Choi
Bootcamp
Published in
5 min readJul 3, 2022

Virtual devices are really made for human?

Mental Orientation in Navigation

Preferred orientation:
If you have learned geography through a map, learn the direction from the north. — Map search
On the other hand, if you learn the geography of a neighbourhood while walking on the road, the first place you saw or the place you noticed becomes the reference point. — Route search

Verbal and Spatial Navigation Guides: In all cases, sound or direction indications help navigation, even if the frame of reference is different.

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Ego-centric search and Exo-centric
Ego-centric reference: It searches for a route based on the way. It is very efficient but if you get lost, it isn’t easy to return.
Exo-centric reference: Route finding is performed based on the map, but incorrect information obtained due to the clutter (miscellaneous information listed simutaneously).

The method of perceiving space divided into the case of searching with one’s centre. The case of looking at external objects as a standard. In the case of ego-centric search, a ‘keyhole view (Wood, 1984)’ is formed, so thsacat there are cases in which things outside the viewing angle are not recognized and the whole cannot be seen. Therefore, to compensate for this, the surroundings should be scanned. Two different views can also be used in the ego-centric search recognition of three-dimensional space. (A) is used for actual aircraft control, and (B) is mainly applied to VR.

Therefore, an effective map should show the standing position and orientation (Ego-centric view) and the map (Exo-centric view) in a correlated state. — You-are-here map

Extended Display — VR/AR/MR
Landmarks are used, such as providing the shape and name of the surrounding buildings to compensate for the lack of location search only with an ego-centric view. In addition, through the Dual Map concept, an exo-centric view is displayed at the same time, allowing the two views to be strategically utilized.
Although products using AR have been released for navigation, legibility (visibility) is low due to the phenomenon of clutter (simultaneous listing of miscellaneous information).

https://www.researchgate.net/figure/AR-Navigation-for-Vehicles_fig2_342383348

Virtual Reality (VR): A fully digital space, a virtual space in which reality is blocked.
Augmented Reality (AR): An environment in which the real world is laid as a basis and the virtual world is overlaid on it.
Mixed Reality (MR): An environment in which there is an interaction between the real world and the virtual world or an environment in which the real world and the virtual world can be coordinated simultaneously.
Figure 1 Continuum of advanced computer interfaces, based on Milgram and Kishino (1994).

Figure 1 Continuum of advanced computer interfaces, based on Milgram and Kishino (1994).

Use of VR
3D movies — movies have shown people’s imaginations as if they were real, and VR is applied to express imaginative contents realistically.

Education — VR devices complement people’s limited visual-spatial ability and can help them experience new content.

Healthcare — CT or MRI images are visualized as three-dimensional data, and for complex body precision surgery, it is also possible to go inside the body in advance in a virtual environment.

Business — 3D promotions, product launch showcases, VR meetings, etc.

Social networking — It can enable social activities that are impossible in reality. There are social activities that go beyond disability and group activities through VR.

Building — Complex structures to be installed in buildings can be implemented in an AR/VR environment in advance to determine problems or adequacy.

Communication — It can develop from wireless communication to wireless VR communication.

Sports — Screen It has become possible to exercise ball games in a narrow space such as golf, soccer, and tennis.

Virtual environment — Virtual reality without gears (VR devices) is expected to become the virtual environment of the future.

VR Limitations
Motion sickness symptoms such as nausea — vomiting, cold sweat, dry mouth, changes in heart rate and blood pressure, increase or decrease in gastrointestinal motility, etc.
There are ways to prevent VR motion sickness by limiting peripheral vision or providing a stationary reference point within the field of view.

VR Characteristics — Definition (Wickens and Baker, 1995)

  1. 3-D viewing: recognizing the screen using spatial perception
  2. Dynamic or Real-time: Watch the moving screen and follow the passage of time. View or adjust the screen in real-time.
  3. Closed-loop interaction: No delay for user movement. Feedback should be given.
  4. An ego-centered frame of reference: User-centered screen composition
  5. Multimodal interaction: Information is input through various channels.
  6. Head-mounted display and tracking: A display that connects the virtual screen and visual information processing is required and visual tracking is performed.

VR’s technical challenges

  1. It is difficult to make high-resolution 3-D graphics and the cost increases the further you go in real-time.
  2. Severe on-screen distortion (virtual space effect)
  3. Narrow field of view
  4. If you navigate only with the Ego-centered view, you may get lost or lose your direction.
  5. Causes nausea, dizziness, and disorientation (motion sickness, cybersickness)

VR is a method that is still being verified, and there are side effects on long-term use, nerve seizures during use, whether cognitive development is affected in children, safety accidents when wearing (stumbles due to obstruction of vision), feeling of wearing pressure and discomfort when in contact with skin, repetitive stress syndrome, there are still many issues to consider, such as interference with peripheral equipment. Classification in the virtual environment and resolution of motion sickness symptoms are still issues that remain.

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