SBIR-STTR Award

Virtual Environment Adaptation Assessment Test Battery
Award last edited on: 9/8/2014

Sponsored Program
SBIR
Awarding Agency
NASA : JSC
Total Award Amount
$651,215
Award Phase
2
Solicitation Topic Code
-----

Principal Investigator
Robert S Kennedy

Company Information

Essex Corporation Florida

1040 Woodcock Road Suite 227
Orlando, FL 32803
   (407) 894-5090
   N/A
   N/A
Location: Single
Congr. District: 07
County: Orange

Phase I

Contract Number: 12.04-5090
Start Date: 00/00/00    Completed: 00/00/00
Phase I year
1995
Phase I Amount
$69,945
Explosive progress in Virtual Reality (VR) systems provides users with access to sophisticated interactive "immersion" in multi-sensory, 3-dimensional (3-D) synthetic environments. The ubiquity of these systems has extended from MASA research with their Hubble telescope training device and in the military with their many ground based visual flight trainers to industrial, educational, medical, and entertainment applications. Two critical and unresolved human factors issues in VR ssytems exposure are: 1) potential "cybersickness," a form of space motion sickness, and 2) transfer of maladaptive cognitive and/or psychomotor performance from VR (or space) to real world environments with, as yet, unknown adverse legal, economic, individual, and social consequences. Effective VR systems utilization requires urgent and appropriate multisensory human factors research clarification of the potential central nervous system interactive sources of cybersickness and transfer of maladaptive cognitive and psychomotor performance from VR to real world environments. The proposed research develops a Virtual Environment Adaptation Assessment Test Battery (VEAATB) as a countermeasure for NASA to the adverse or conflicting sensorimotor integration due to exposure to space or to VR systems in terms of interactive visual, kinesthetic and vestibular representation, cortical/cognitive transformations, and psychomotor performance.Commercial Applications:Industries utilizing VR devices in training could benefit from this research. Primary applications will be with VR device manufacturers and users of simulators where VR devices are used for projection. Entertainment companies, such as home video production, represent a substantial potential market.

Phase II

Contract Number: 12.04-5090
Start Date: 00/00/00    Completed: 00/00/00
Phase II year
1996
Phase II Amount
$581,270
___(NOTE: Note: no official Abstract exists of this Phase II projects. Abstract is modified by idi from relevant Phase I data. The specific Phase II work statement and objectives may differ)___ Explosive progress in Virtual Reality (VR) systems provides users with access to sophisticated interactive "immersion" in multi-sensory, 3-dimensional (3-D) synthetic environments. The ubiquity of these systems has extended from MASA research with their Hubble telescope training device and in the military with their many ground based visual flight trainers to industrial, educational, medical, and entertainment applications. Two critical and unresolved human factors issues in VR ssytems exposure are: 1) potential "cybersickness," a form of space motion sickness, and 2) transfer of maladaptive cognitive and/or psychomotor performance from VR (or space) to real world environments with, as yet, unknown adverse legal, economic, individual, and social consequences. Effective VR systems utilization requires urgent and appropriate multisensory human factors research clarification of the potential central nervous system interactive sources of cybersickness and transfer of maladaptive cognitive and psychomotor performance from VR to real world environments. The proposed research develops a Virtual Environment Adaptation Assessment Test Battery (VEAATB) as a countermeasure for NASA to the adverse or conflicting sensorimotor integration due to exposure to space or to VR systems in terms of interactive visual, kinesthetic and vestibular representation, cortical/cognitive transformations, and psychomotor performance.Commercial Applications:Industries utilizing VR devices in training could benefit from this research. Primary applications will be with VR device manufacturers and users of simulators where VR devices are used for projection. Entertainment companies, such as home video production, represent a substantial potential market.