Adam O. Bebko’s research while affiliated with York University and other places

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Publications (12)


a Screenshot of the virtual environment and the roller-coaster tracks; b Screenshot of the participant’s view of the virtual environment from the inside of the roller-coaster cart. The horizontal extent of the opening subtended 74∘\documentclass[12pt]{minimal} \usepackage{amsmath} \usepackage{wasysym} \usepackage{amsfonts} \usepackage{amssymb} \usepackage{amsbsy} \usepackage{mathrsfs} \usepackage{upgreek} \setlength{\oddsidemargin}{-69pt} \begin{document}$$^{\circ }$$\end{document} from the default location of the observer’s eyes
Cybersickness ratings as predicted by the mixed model (Eq. 1) and mean raw continuous ratings at each time for all experimental conditions. Lines represent the model’s fitted regression lines for each condition. BD binocular disparity, AMP motion parallax. 0 = simulating 2D screen behaviour; 1 = simulating window behaviour. Error bars represent SEM
The chronological sequence of the EDA results for all four experimental conditions and the fitted regression line. BD binocular disparity, AMP active motion parallax. 0 = simulating screen behaviour; 1 = simulating window behaviour. Error bars represent SEM
Pre-post SSQ difference scores for all 4 conditions. SSQ-T: total score, SSQ-N: sub-scale nausea, SSQ-O: sub-scale oculomotor, SSQ-D: sub-scale disorientation. BD binocular disparity, AMP active motion parallax. 0 = simulating 2D screen behaviour; 1 = simulating window behaviour. Error bars represent SEM
The role of binocular disparity and active motion parallax in cybersickness
  • Article
  • Publisher preview available

August 2021

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206 Reads

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8 Citations

Experimental Brain Research

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Adam O. Bebko

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Cybersickness is an enduring problem for users of virtual environments. While it is generally assumed that cybersickness is caused by discrepancies in perceived self-motion between the visual and vestibular systems, little is known about the relative contribution of active motion parallax and binocular disparity to the occurrence of cybersickness. We investigated the role of these two depth cues in cybersickness by simulating a roller-coaster ride using a head-mounted display. Participants could see the tracks via a virtual frame placed at the front of the roller-coaster cart. We manipulated the state of the frame, so it behaved like: (1) a window into the virtual scene, (2) a 2D screen, (3) and (4) a window for one of the two depth cues, and a 2D screen for the other. Participants completed the Simulator Sickness Questionnaire before and after the experiment, and verbally reported their level of discomfort at repeated intervals during the ride. Additionally, participants’ electrodermal activity (EDA) was recorded. The results of the questionnaire and the continuous ratings revealed the largest increase in cybersickness when the frame behaved like a window, and least increase when the frame behaved like a 2D screen. Cybersickness scores were at an intermediate level for the conditions where the frame simulated only one depth cue. This suggests that neither active motion parallax nor binocular disparity had a more prominent effect on the severity of cybersickness. The EDA responses increased at about the same rate in all conditions, suggesting that EDA is not necessarily coupled with subjectively experienced cybersickness.

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Figure 1. The Structure of a bmlTUX Experiment. Experimental design is configured in a Design File that is used to construct Trial Tables. Upon execution, a Trial Table is passed to the Custom Execution Scripts that are written by the experimenter. These scripts define how the Unity scene is manipulated in each Trial, Block, and Experiment based on the values of the independent variables. After each trial, the output file is updated.
Figure 3. Example Trial Script for a Basic Experiment. Note that each trial shows a stimulus of varying colors (L 13-14), and then waits for the user to hit the return key (L 16-20). It creates a subclass of the class Trial that is included in bmlTUX (L 5-10), which already contains all the code for a simple trial to run. This script adds custom behavior to a trial's main execution function, RunMainCoroutine (L 12). It overrides (customizes) the function such that each trial will execute this custom behavior rather than the built-in code. In a separate script, the custom ExperimentRunner script attached to a GameObject in the Unity scene stores a reference to the Stimulus object (L 1-3). This is all the code needed to run this simple experiment.
Figure 4. Runner Interface While Running an Experiment. Current progress through trials and blocks is shown, and measured variables are updated as trials are completed. This interface can be shown on a secondary display if desired.
bmlTUX: Design and Control of Experiments in Virtual Reality and Beyond

July 2020

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452 Reads

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68 Citations

i-Perception

Advances in virtual reality technology have made it a valuable new tool for vision and perception researchers. Coding virtual reality experiments from scratch can be difficult and time-consuming, so researchers rely on software such as Unity game engine to create and edit virtual scenes. However, Unity lacks built-in tools for controlling experiments. Existing third-party add-ins requires complicated scripts to define experiments. This can be difficult and requires advanced coding knowledge, especially for multifactorial experimental designs. In this article, we describe a new free and open-source tool called the BiomotionLab Toolkit for Unity Experiments (bmlTUX) that provides a simple interface for controlling experiments in Unity. In contrast to existing tools, bmlTUX provides a graphical interface to automatically handle combinatorics, counterbalancing, randomization, mixed designs, and blocking of trial order. The toolbox works out-of-the-box since simple experiments can be created with almost no coding. Furthermore, multiple design configurations can be swapped with a drag-and-drop interface allowing researchers to test new configurations iteratively while maintaining the ability to easily revert to previous configurations. Despite its simplicity, bmlTUX remains highly flexible and customizable, catering to coding novices and experts alike.



BMLtux: Design and control of experiments in virtual reality and beyond

May 2020

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15 Reads

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7 Citations

Advances in virtual reality (VR) technology have made it a valuable new tool for vision and perception researchers since it offers a critical depth cue, active motion parallax. Coding VR experiments from scratch is difficult and time-consuming so researchers rely on software such as Unity game engine to create and edit virtual scenes. However, Unity lacks built-in tools for controlling experiments. Existing third-party add-ins require complicated scripts to define experiments. This can be difficult and requires advanced coding knowledge, especially for multifactorial experimental designs. In this paper, we describe a new free and open-source tool called the BiomotionLab Toolkit for Unity Experiments (BMLtux) that provides a simple interface for controlling experiments in Unity. In contrast to existing tools, BMLtux provides a graphical interface to automatically handle combinatorics, counterbalancing, randomization, mixed designs, and blocking of trial order. The toolbox works “out-of-the-box” since simple experiments can be created with almost no coding. Furthermore, multiple design configurations can be swapped with a drag-and-drop interface allowing researchers to test new configurations iteratively while maintaining the ability to easily revert to previous configurations. Despite its simplicity, BMLtux remains highly flexible and customizable, catering to coding novices and experts alike.


Figure 2: Box plot for adjusted gain for different conditions.
Perceptual Distortions Between Windows and Screens: Stereopsis Predicts Motion Parallax

March 2020

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112 Reads

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2 Citations

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Adam O. Bebko

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Stereopsis and motion parallax provide depth information, capable of producing more realistic user experiences after being integrated into a flat screen (e.g. immersive virtual reality). Extensive research shows that stereoscopic screens increase realism, while few studies have investigated users' responses to parallax screens without stereopsis. In this study, we examined users' evaluations of screens with only parallax or stereopsis. We found that with only parallax, the mapping between observer motion and viewpoint change should be around 0.6 for a more realistic perceptual experience, and observers were less sensitive to stereoscopic distortions as a result of a different interpupillary distance scaling.




Mean social learning opportunities per hour for orangutans and mandrills at the Toronto Zoo split by type and quality, accounting for age class (December 2008–April 2009). Error bars represent plus/minus one standard error of the mean.
Mean hourly social learning opportunity rates by type and dyad type for orangutans and mandrills at the Toronto Zoo (December 2008–April 2009). Error bars represent plus/minus one standard error of the mean.
The rate of high quality social learning opportunities relating to social behavior for individual orangutan dyads at the Toronto Zoo (December 2008–April 2009). Infant orangutans are marked with an asterisk.
Social Learning Opportunities in Captive Orangutans (Pongo abelii) and Mandrills (Mandrillus sphinx)

October 2015

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323 Reads

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1 Citation

International Journal of Primatology

Social learning is important in the acquisition of many primate behaviors, including food acquisition, object use, and sociality. Social learning opportunities are social situations in which social learning could occur and provide a means of studying influences on social learning in observational research. Species-specific characteristics and individual relationships may influence the importance of social learning opportunities for some behaviors over others. We observed eight captive orangutans (Pongo abelii) and five mandrills (Mandrillus sphinx) for >60 h each at the Toronto Zoo to assess intra- and interspecies differences in social learning opportunities. We measured social learning opportunity quality using spatial proximity because this has been associated with high-quality social learning. Both species had similar captive diets and group structure; therefore observed differences were likely due to species and individual differences, rather than captive environment. We found species differences in the frequency of social learning opportunities, their quality, and the associated type of behavior (food vs. social behavior). Orangutans had more high-quality social learning opportunities relating to food behavior than mandrills, and mandrills had more high-quality social learning opportunities relating to social behavior than orangutans. Both species had more high-quality social learning opportunities in mother–infant vs. other dyads. Our results suggest that learning about food behavior may be more important for orangutans and learning about social behavior may be more important for mandrills. Overall, our results suggest that social learning may be constrained/fostered by differences in frequency and quality of social learning opportunities between species and individuals.


Citations (7)


... However, in the present study, participants rated each scenario for potential nausea, with an average score of 28 out of 100, meaning that there was only a small degree of cybersickness. Thus, it seems that the modulations of GSR amplitude were not solely linked to subjective feelings of cybersickness, as suggested in a previous study (Eftekharifar et al. 2021). Similarly, virtual situations that generate stress, such as during the virtual trier social stress test, were shown to increase skin impedance, although without inducing motion sickness (Liu and Zhang 2020) Therefore, the analysis of the dynamics of such ANS marker modulations requires caution, since multiple factors may cause a variation. ...

Reference:

Covariation of corticospinal excitability and the autonomous nervous system by virtual reality: the roller coaster effect
The role of binocular disparity and active motion parallax in cybersickness

Experimental Brain Research

... Participants sat at a table and wore an HTC VIVE Pro Eye head-mounted display (HMD) with a resolution of 1440 x 1600 pixels per eye, a combined 110°field of view, and a refresh rate of 90 Hz. The experiment was executed using bmlTUX, a toolkit for designing and running experiments in Unity [67]. ...

bmlTUX: Design and Control of Experiments in Virtual Reality and Beyond

i-Perception

... In other words, if the observer were to move in a clockwise direction, the perceived pointer would move in a counterclockwise direction. This effectively yields a faster optical motion from motion parallax, which was also observed in an earlier study (Wang, Thaler, Eftekharifar, Bebko, & Troje, 2020). ...

Perceptual Distortions Between Windows and Screens: Stereopsis Predicts Motion Parallax
  • Citing Conference Paper
  • March 2020

... P.1301 [16] compliant laboratories. A desktop workstation in each laboratory hosted a Unity 3 application that synchronized scene state over the network using Photon Unity Networking, and transmitted speech using Photon 4 Voice 2. The experiment flow was controlled using the bmlTUX framework [3]. An identical set of hardware components, listed in Table 2, was used in each room. ...

BMLtux: Design and control of experiments in virtual reality and beyond
  • Citing Preprint
  • May 2020

... In addition to this long association time, mother and 127 offspring typically show high levels of social tolerance (Japanese macaques, de Waal, 2018). Therefore, it is likely that 130 mother-infant dyads show high levels of social learning, also called vertical social transmission 131 (Bebko and Russon, 2015). This will result in mother and infant showing high overlap in their learned 132 skills. ...

Social Learning Opportunities in Captive Orangutans (Pongo abelii) and Mandrills (Mandrillus sphinx)

International Journal of Primatology