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Academic Libraries Host VR|AR Meet-Up Friday, October 21st, 3pm

The University Library @One Digital Media & Technology Center hosts its annual VR event. The AR Meetup will take place on Friday, October 21 at 3:00 pm at his ground floor of the Matthewson IGT Knowledge Center inside the Wells Fargo Auditorium and the @Reality Virtual Reality Lab. Event organizers invite faculty, students, graduate students, technology enthusiasts, and anyone interested in how this technology is being used in academic settings.

If you cannot attend the event in person, please join us via Zoom. do you have any questions? Please contact Luca Sturmer.

@One Interim Director Daniel Fergus with VR|AR Meetup Event Organizer

“The library began hosting meetups in 2016 when VR was becoming a more popular and accessible technology,” said @One interim director Daniel Fergus. “At the time, various researchers were working on and using this technology, but no one knew who was using it or what department they belonged to. We held a Meet-Up to open a channel of communication between researchers with similar interests and to explore ways to identify opportunities for interdisciplinary research.”

While our first Meet-Up was more of a roundtable discussion, the 2022 event is a full multimedia experience.

The meetup will begin at 3:00 PM with a series of faculty-led Lightning Round presentations. Attendees will have a unique opportunity to experience hands-on demonstrations of new research projects using VR. AR technology. This will take place on the ground floor of the Mathewson-IGT Knowledge Center in the Libraries @Reality lab. @Reality offers four reservable spaces for exploring and developing immersive content for the Valve Index and Oculus VR platforms. Light refreshments are provided.

Faculty members from seven different university departments will participate in Lightning Talks. They include:

EELKE FOLMER Computer Science & Engineering
Paul R. McNeillage Psychology
Frederick C. Harris, Jr. Computer Science and Engineering
Cassandra Stevens Johnson English Department
Pengbo Chu Mining Engineering
NICK GAPP University Libraries
Daniel Fergus University Library
Kari Barber Reynolds School of Journalism

Research that transforms virtual reality and the world

Professor Eelke Folmer of Computer Science & Engineering and Professor Paul MacNeilage of Psychology will share their research at the event. The two collaborated on a National Science Foundation (NSF) project to find out who is more prone to VR sickness and why? I study neuroscience and psychology.

A vertical photo of three different VR headsets.
A selection of VR headsets

“People using VR at some point start feeling uncomfortable and experience symptoms like nausea, headaches, and eye strain,” MacNeilage said. “We still don’t understand the mechanism behind this.”

Folmer and MacNeilage recently published a paper examining the possibility of training people not to experience VR sickness.

Folmer’s research interests include human-computer interaction, virtual reality, and augmented reality. The focus of MacNeilage’s research is to try to understand the mechanisms that enable humans to perceive the world as stationary despite their own motion, which he calls “stationary perception.” is.

“The goal of VR devices is to create the illusion of a static virtual environment,” MacNeilage said. “I aim to understand the neural mechanisms that govern the perception of static environments. This knowledge may help guide the development of his VR|AR systems in the future.”

Portrait of Paul McNeilage.
Assistant Professor Paul MacNeilage, Psychology

Volmer says many people experience VR sickness, especially when trying VR for the first time. There is some evidence that advances in hardware are reducing the incidence of VR sickness. He also said that our study suggests the possibility of reducing his VR sickness through adaptation (i.e. repeated exposure to VR with increasing intensity of optical flow).

In some user research, Folmer and MacNeilage found that some users were highly susceptible to VR sickness and wanted to explore training solutions that would help this population. As VR grows in popularity and is increasingly used for work, education, and socializing, it’s important to make it accessible to everyone.

Reducing symptoms of VR sickness

In Folmer and MacNeilage’s research study, participants played VR in an abstract environment with little optical flow as a way to introduce the technology. During the course of the study, researchers increased the intensity of optical flow to further desensitize subjects experiencing symptoms of motion sickness.

“Our study showed that daily, regular, and repeated exposure to VR reduced the symptoms of VR sickness,” said Folmer. “In our study, we gradually manipulated the intensity of optic flow experienced by users in VR over time to increase tolerance and reduce instances of motion sickness symptoms.”

MacNeilage says that while VR sickness is different from motion sickness, there is some overlap.

“People with motion sickness tend to do better with controlled movements,” he said. “For example, if you know someone has motion sickness, instead of passively sitting in the front passenger seat while the other person is driving and getting car sick, you can use You might want to drive a car.”

MacNeilage said he is trying to understand perceptual measures of sensitivity. Quantify sensitivity to competition and examine factors that influence sensitivity and whether user movement is active or passive.

“Sensitivity is best when users stick to real objects rather than following moving objects,” he said. “I like to study factors such as the characteristics of the visual scene, be it the course or the fine scene, the role that the peripheral vision plays and the role that the central vision plays. I have.”

Campus community support

Folmer, who runs the Virtual and Augmented Reality Interaction Core facility on campus, and MacNeilage, who runs the Self Motion lab on campus, hope faculty and students reach out to them for partnerships and research opportunities. I’m in.

Portrait of Eelke Folmer in a black V-neck long sleeve top.
Eelke Folmer Professor and Chair, Computer Science and Engineering

“I would love to interact with the new faculty at the meetup,” said Volmer. “I am interested in understanding the needs of faculty to create new knowledge, build new products, and try and support the development of applications needed to conduct further research across campus. We exist to support that effort.”

MacNeilage says they are often looking for a small portion of the population who suffer from severe VR sickness. He says that the most sensitive people he is most likely to try VR, and most likely to be completely repelled by it. He argues that it’s hard to adapt to technology without taking the first step.

“Ironically, we learn the most from the most sensitive people,” he said. “These are also the most difficult research subjects to recruit for research. We want to welcome people prone to VR sickness to our self-motion lab. I have a great opportunity.”

MacNeilage says VR is a technology that should be adopted because it is essential in some areas.

“This is an accessibility issue,” he said. “People who have problems using VR are prevented from participating in certain activities. We believe that our work and research can help open the door for everyone to embrace and experience VR hoping.”

About the university library

University libraries embrace intellectual inquiry and innovation, foster the production of new knowledge, and foster excellence in learning, teaching and research. Each year, through his network of four libraries at the University of Nevada, Reno, the Mathewson IGT Knowledge Center, the De la Mare Science and Engineering Library, the Sabitt Medical Library, and the Primm Library, the library receives more than 1.2 million visitors. Lake Tahoe. Visitors have checked out over 80,000 of his items and completed over 2 million database searches.