An investigation of the influence of age on eye fatigue and hand operation performance in a virtual environment
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ORIGINAL ARTICLE
An investigation of the influence of age on eye fatigue and hand operation performance in a virtual environment Chiuhsiang Joe Lin1 · Lai-Yu Cheng2 · Chih-Wei Yang3 Accepted: 2 October 2020 © Springer-Verlag GmbH Germany, part of Springer Nature 2020
Abstract Only a few studies in the literature have focused on the effects of age on fatigue susceptibility and hand operation performance in virtual environments, and even less research has been carried out focusing on older adults. This study aimed to assess the hand movement performance in a virtual environment with two group measures, including visual fatigue and depth perception. A total of 10 adults (5 young adults and 5 older adults) participated in this study. This study was conducted in the following order: pre-CFF measurement, performance of a Fitts’ Law task with stereoscopic viewing, post-CFF measurement every 10 min (during task), and recording of task movement time and error rate after each condition of the task. This study found significant effects of age and task index of difficulty on hand movement. Compared to the older adults, the young adults appeared to have better hand movement performance. Regarding eye fatigue, eye fatigue was significantly higher at binocular parallax of 9 cm than at 6 cm and 3 cm. Surprisingly, age had a significant effect on hand movement performance but not on visual fatigue. This study suggests that the operation time should be less than 20 min and that parallax should be 6 cm (visual angle 1.38 degrees) to prevent visual fatigue when movement tasks are performed in a virtual environment. These data highlight the potential for age-related differences in hand movement performance during the performance of tasks in which fast and accurate selection are required in combination with the manipulation of 3D objects in a virtual environment, and the study provides directions for further exploration. Keywords Hand movement performance · Depth perception · Visual fatigue · Fitts’ law · Three-dimensional (3D)
1 Introduction Three-dimensional (3D) displays are becoming increasingly important for many applications, including vision research, the operation of remote devices, medical imaging, surgical training, scientific visualization, virtual prototyping, and more [16, 21, 44]. When VR is used as a tool, two important issues are depth perception and estimation. Inter-individual differences in depth perception may occur, particularly when
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Lai-Yu Cheng [email protected]
1
Department of Industrial Management, National Taiwan University of Science and Technology, 43, Sec. 4, Keelung Rd., Taipei 10607, Taiwan, ROC
2
Department of Marketing and Logistics Management, Chihlee University of Technology, 313, Sec. 1, Wenhua Rd., Banqiao Dist., New Taipei City 22050, Taiwan, ROC
3
Department of Information Management, Chihlee University of Technology, 313, Sec. 1, Wenhua Rd., Banqiao Dist., New Taipei City 22050, Taiwan, ROC
correct distances have to be estimated, since depth perception depends largely on the
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