Chuptys & De Coninck (2013) proposed some factors in HMDs which are important in usability. Some of these factors are: depth of focus, latency, Limited resolution (Chuptys & De Coninck, 2013).
Depth of focus: There is a fixed space between the eye accommodation and screen of the HMD which helps the user to see a sharp image. However, there is a mismatch between the distance data we receive from the HMD through stereo disparity that can cause eye strain and headaches. The solution for the user is to wait for the brain to get accustomed (Peli, 1996; Shibata, 2002).
Latency: every time the user moves his/her head, the computer needs to render the new view point to display it to the user. The process of updating an image from a new point of view
The cost, team size and LOC are measured on the bases of COCOMO model. It is a constructive cost mode. Effort of the project is calculated by the help of algorithm models. One of these models which are widely used is COCOMO model. For the cost estimation of any project, COCOMO (constructive cost model) is used. This model was developed by Boehm in 1981. There are three versions of the COCOMO which are listed below:
As has been known, today’s workforce is evolving, hence it is a must for teachers implement the technology-based
At my place of employment, the IT department sends out emails anytime numerous incoming spam emails are detected. When IT noticed the “invoice” emails coming in, an email was sent to all users with a warning not to open any attachments if they were not expected. Users were further instructed that if an attachment was opened in error, not to download macros even if prompted to. Unfortunately, there were a few people who did just that and subsequently infected their computers. When IT received an alert that a virus had been detected, they confiscate the computer, re-image it, and restore any files that are backed up. This would be the end of the issue until another virus was downloaded. Locky, unlike previous ransomware viruses, attacks more
The HMD could even track the user’s head movements so that the field of view would change appropriately as the user looked around.
In this paper I explore three types of advanced Virtual Reality, Augmented Reality and Tele-immersion technologies compare some distinguish characteristics between them as well as some of the ramification of these technologies on current and future life.
Closely examining the composition of the object, the renders of the utterly correct perspective and the immersive viewing point endow the audience’s viewing experience
Virtual reality is one of the main features of the twentieth century which was created for making the user feel the artificial environment as a real environment with the use of three dimensions of life sizes. By now, virtual reality has gained popularity and power especially among teenagers and young adults. But like every other technology process, virtual reality even has its own set of advantages and disadvantages.
An individual carries numerous senses within the body and the execution of virtual reality involves the usage of those senses. The sense of balance is the vital sense that virtual reality operates under and the sense of balance plays an influential role in an individual’s life.
The helmet is equipped with a tracking device that sits on top of it. This device signals the user’s head movements to an additional stationary-tracking device. As the user moves his or her head, the computer continually updates the simulation to reflect the new location and perspective. Head mounted displays are often favored because they totally immerse the user in the simulation, but they weigh several pounds and are usually expensive.
VR systems support 3-dimensional graphics, wide angle of view, stereovision, and viewer-centered perspective. In many VR systems the participant is not seated and is free to walk about and gesture broadly. These features make a computer system which is closer to a workshop, an operating room, or a national park than it is to a desk in an office. This perspective allows freedom in the creation of human-computer interfaces that is not afforded by the current standard interfaces [4].
Besides that’s, augmented reality are required users to continue to be in touch with the surrounding world because the users are still aware that they are in the real world as compared to the full immersion in a virtual world. Normally the users are always use a related device such as a smartphone or a wearable device that are completed with a webcam or others software that are suitable to the users to using it. Example the software that can help users to recognises the image when the users are
Even though there are numerous Virtual Reality disadvantages, there are a number of advantages as well. This section provide explanation of advantages which are brought to life by Virtual Reality environments, one of those is 3D graphics which allows for a high-end gaming and realistic Virtual Reality applications (Hurst & Helder, 2011).
Abstract— This document gives a survey on the various researches that was conducted for head-up display technology and how it was utilized for various applications. The display shows information segments that are utilized by the user for better navigating the real life conditions.
It is safe to say that in the present era augmented reality is gradually changing the way we see things. It has altered the way users of AR devices see this world. Every individual (from e-commerce business owners to gamers, from soldiers to people looking for the best coffee shop or best auto repair shop) can now enjoy the amazing benefits of this efficient platform that offers them the ability to put computer-generated graphics into their field of vision. No wonder this technology is been adopted by many.
So with the increasing interactive computer systems, within this research proposal I am going to talk about the problems that a user may come across in the form of virtual reality VR, graphical user interface GUI and human computer interaction / interface HCI.