Traditionally, The only way to alter a persons vision was to create contraptions using mirrors, different kinds of lenses and other instruments, but with the evolution of VR systems such as the Head Mounted display, occulus rift and CAVE2 simulations can be created and due to the immersive nature of these devices, a persons visual system can be altered. In this study, we create a visualisation of a hallway and add rotational and translational gains to the perspective of a participant. The participant has to navigate through the hallway for a certain amount of time. He/She is headtracked and the visualisation changes based on his/her movements. The translation gain is necessary since we have to avoid the subject walking into the walls of the cave. We track the rotation about the y axis in real world as well as the virtual world.
In this study we use the CAVE2 which is a approximately 24 feet in diameter and 8 feet tall, and consists of 72 near-seamless passive stereo off-axis-optimized 3D LCD panels, a 36-node high-performance computer cluster, and a 20-speaker surround audio system. CAVE2 provides users with a 320-degree panoramic field of vision. The headtracking is done by the vaicon system which is a 10-camera optical tracking system which uses infrared techonlogy to capture motion. 3D glasses which have infrared pointers for tracking and enable the user to have a stereo 3D experience inside the cave.
We use Google sketchup to create the model for the stimulus. Unity3D and the getReal3D plugin for Unity3D by Mechdyne which is a plugin which allows Unity3D to be run on a cluster of displays to render the stimulus and the virtual environment surrounding it.