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Dive into the research topics where James E. Zacher is active.

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Featured researches published by James E. Zacher.


ieee virtual reality conference | 2001

Tolerance of temporal delay in virtual environments

Robert S. Allison; Laurence R. Harris; Michael Jenkin; Urszula Jasiobedzka; James E. Zacher

To enhance presence, facilitate sensory motor performance, and avoid disorientation or nausea, virtual-reality applications require the perception of a stable environment. End-end tracking latency (display lag) degrades this illusion of stability and has been identified as a major fault of existing virtual-environment systems. Oscillopsia refers to the perception that the visual world appears to swim about or oscillate in space and is a manifestation of this loss of perceptual stability of the environment. The effects of end-end latency and head velocity on perceptual stability in a virtual environment were investigated psychophysically. Subjects became significantly more likely to report oscillopsia during head movements when end-end latency or head velocity were increased. It is concluded that perceptual instability of the world arises with increased head motion and increased display lag. Oscillopsia is expected to be more apparent in tasks requiring real locomotion or rapid head movement.


IEEE Computer | 2007

AQUA: An Amphibious Autonomous Robot

Gregory Dudek; Philippe Giguère; Chris Prahacs; Shane Saunderson; Junaed Sattar; Luz Abril Torres-Méndez; Michael Jenkin; Andrew German; Andrew Hogue; Arlene Ripsman; James E. Zacher; Evangelos E. Milios; Hui Liu; Pifu Zhang; Martin Buehler; Christina Georgiades

AQUA, an amphibious robot that swims via the motion of its legs rather than using thrusters and control surfaces for propulsion, can walk along the shore, swim along the surface in open water, or walk on the bottom of the ocean. The vehicle uses a variety of sensors to estimate its position with respect to local visual features and provide a global frame of reference


Perception | 1999

Effect of field size, head motion, and rotational velocity on roll vection and illusory self-tilt in a tumbling room

Robert S. Allison; Ian P. Howard; James E. Zacher

The effect of field size, velocity, and visual fixation upon the perception of self-body rotation and tilt was examined in a rotating furnished room. Subjects sat in a stationary chair in the furnished room which could be rotated about the body roll axis. For full-field conditions, complete 360° body rotation (tumbling) was the most common sensation (felt by 80% of subjects). Constant tilt or partial tumbling (less than 360° rotation) occurred more frequently with a small field of view (20 deg). The number of subjects who experienced complete tumbling increased with increases in field of view and room velocity (for velocities between 15 and 30° s−1). The speed of perceived self-rotation relative to room rotation also increased with increasing field of view.


Experimental Brain Research | 2000

Effects of stimulus size and eccentricity on horizontal and vertical vergence

Ian P. Howard; Xueping Fang; Robert S. Allison; James E. Zacher

Abstract We measured the gain and phase of horizontal and vertical vergences of five subjects as a function of stimulus area and position. Vergence eye movements were recorded by the scleral search coil method as subjects observed dichoptic displays oscillating in antiphase either from side to side or up and down with a peak-to-peak magnitude of 0.5° at either 0.1 Hz or 1.0 Hz. The stimulus was a central textured disc with diameter ranging from 0.75° to 65°, or a peripheral annulus with outer diameter 65° and inner diameter ranging from 5° to 45°. The remaining field was black. For horizontal vergence at both stimulus frequencies, gain and the phase lag were about the same for a 0.75° stimulus as for a 65° central stimulus. For vertical vergence, mean gain increased and mean phase lag decreased with increasing diameter of the central stimulus up to approximately 20°. Thus, the stimulus integration area is much smaller for horizontal vergence than for vertical vergence. The integration area for vertical vergence is similar to that for cyclovergence, as revealed in a previous study. For both types of vergence, response gains were higher and phase lags smaller at 0.1 Hz than at 1.0 Hz. Also, gain decreased and phase lag increased with increasing occlusion of the central region of the stimulus. Vergence gain was significantly higher for a 45° central disc than for a peripheral annulus with the same area. Thus, the central retina has more power to evoke horizontal or vertical vergence than the same area in the periphery. We compare the results with similar data for cyclovergence and discuss their ecological implications.


virtual reality continuum and its applications in industry | 2004

Effects of network delay on a collaborative motor task with telehaptic and televisual feedback

Robert S. Allison; James E. Zacher; David W. L. Wang; Joseph Shu

The incorporation of haptic interfaces into collaborative virtual environments is challenging when the users are geographically distributed. Reduction of latency is essential for maintaining realism, causality and the sense of co-presence in collaborative virtual environments during closely-coupled haptic tasks. In this study we consider the effects of varying amounts of simulated constant delay on the performance of a simple collaborative haptic task. The task was performed with haptic feedback alone or with visual feedback alone. Subjects were required to make a coordinated movement of their haptic displays as rapidly as possible, while maintaining a target simulated spring force between their end effector and that of their collaborator. Increasing simulated delay resulted in a decrease in performance, either in deviation from target spring force and in increased time to complete the task. At large latencies, there was evidence of dissociation between the states of the system that was observed by each of the collaborating users. This confirms earlier anecdotal evidence that users can be essentially seeing qualitatively different simulations with typical long distance network delays.


Experimental Brain Research | 1991

Human cyclovergence as a function of stimulus frequency and amplitude

Ian P. Howard; James E. Zacher

SummaryBy the use of scleral search coils a continuous record of human cyclovergence was obtained while two identical 80° textured patterns, presented dichoptically, oscillated in the frontal plane in counterphase through 1, 3 and 6° of cyclorotation at frequencies between 0.05 and 2 Hz. The amplitude and gain of the response decreased exponentially with increasing stimulus frequency. As stimulus amplitude increased, response amplitude also increased but gain was highest for low-amplitude cyclorotations. For an amplitude of 1° and a frequency of 0.05 Hz the gain reached 0.87 for two subjects. The phase lag increased from a few degrees at a frequency of 0.05 Hz to over 100° at a frequency of 2 Hz. These results suggest that cyclovergence is designed to correct for small, slow drifts in the stereoscopic alignment of the images in the two eyes. Although the disparity in the textured display was not interpreted as slant, it provided a strong stimulus for cyclovergence. The cyclovergence caused a transfer of cyclodisparity into a superimposed vertical line, which was then perceived as slanting in depth.


ieee virtual reality conference | 2002

Perceptual stability during head movement in virtual reality

Philip Jaekl; Robert S. Allison; Laurence R. Harris; Urszula Jasiobedzka; Heather L. Jenkin; Michael Jenkin; James E. Zacher; Daniel C. Zikovitz

Virtual reality displays introduce spatial distortions that are very hard to correct because of the difficulty of precisely modelling the camera from the nodal point of each eye. How significant are these distortions for spatial perception in virtual reality? In this study, we used a helmet-mounted display and a mechanical head tracker to investigate the tolerance to errors between head motions and the resulting visual display. The relationship between the head movement and the associated updating of the visual display was adjusted by subjects until the image was judged as stable relative to the world. Both rotational and translational movements were tested, and the relationship between the movements and the direction of gravity was varied systematically. Typically, for the display to be judged as stable, subjects needed the visual world to be moved in the opposite direction to the head movement by an amount greater than the head movement itself, during both rotational and translational head movements, although a large range of movement was tolerated and judged as appearing stable. These results suggest that it not necessary to model the visual geometry accurately and suggest circumstances when tracker drift can be corrected by jumps in the display which will pass unnoticed by the user.


Experimental Brain Research | 1997

The dynamics of vertical vergence

Ian P. Howard; Robert S. Allison; James E. Zacher

Abstract We measured the gain and phase of vertical vergence in response to disjunctive vertical oscillations of dichoptic textured displays. The texture elements were m-scaled to equate visibility over the area of the display and were aperiodic and varied in shape so as to avoid spurious binocular matches. The display subtended 65° and oscillated through peak-to-peak amplitudes from 18 arc min to 4° at frequencies from 0.05 to 2 Hz – larger ranges than used in previous investigations. The gain of vergence was near 1 when the stimulus oscillated at 18 arc min at a frequency of 0.1 Hz or less. As the amplitude of stimulus oscillation increased from 18 arc min to 4°, vergence gain decreased at all frequencies, which is evidence of a nonlinearity. Gain declined with increasing stimulus frequency but was still about 0.5 at 2 Hz for an amplitude of 18 arc min. Phase lag increased from less than 10° at a stimulus frequency of 0.05 Hz to between 100° and 145° at 2 Hz. Overall, the dynamics of vertical vergence resemble the dynamics of horizontal vergence and cyclovergence.


Experimental Brain Research | 2009

The effect of altered gravity states on the perception of orientation.

Richard T. Dyde; Michael R. Jenkin; Heather L. Jenkin; James E. Zacher; Laurence R. Harris

We measured the effect of the orientation of the visual background on the perceptual upright (PU) under different levels of gravity. Brief periods of micro- and hypergravity conditions were created using two series of parabolic flights. Control measures were taken in the laboratory under normal gravity with subjects upright, right side down and supine. Participants viewed a polarized, natural scene presented at various orientations on a laptop viewed through a hood which occluded all other visual cues. Superimposed on the screen was a character the identity of which depended on its orientation. The orientations at which the character was maximally ambiguous were measured and the perceptual upright was defined as half way between these orientations. The visual background affected the orientation of the PU less when in microgravity than when upright in normal gravity and more when supine than when upright in normal gravity. A weighted vector sum model was used to quantify the relative influence of the orientations of gravity, vision and the body in determining the perceptual upright.


canadian conference on computer and robot vision | 2006

Underwater 3D Mapping: Experiences and Lessons learned

Andrew Hogue; Andrew German; James E. Zacher; Michael Jenkin

This paper provides details on the development of a tool to aid in 3D coral reef mapping designed to be operated by a single diver and later integrated into an autonomous robot. We discuss issues that influence the deployment and development of underwater sensor technology for 6DOF hand-held and robotic mapping. We describe our current underwater vision-based mapping system, some of our experiences, lessons learned, and discuss how this knowledge is being incorporated into our underwater sensor.

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