This section provided some suggestions for training people to spot problems in VR systems. Many more can be expected to emerge in the future. For example, to evaluate auditory localization in a virtual world, evaluators should close their eyes and move their heads in canonical motions. To detect lens glare in systems that use Fresnel lenses, they should look for patterns formed by bright lights against dark backgrounds. To detect display flicker (recall from Section 6.2), especially if it is as low as $ 60$ Hz, then the evaluator should enter a bright virtual world, preferably white, and relax the eyes until vibrations are noticeable at the periphery. To notice vergence-accommodation mismatch (recall from Section 5.4), virtual objects can be placed very close to the eyes. As the eyes converge, it may seem unusual that they are already in focus, or the eyes attempt to focus as they would in the real world, which would cause the object to be blurred.

There is also a need to have formal training mechanisms or courses that engineers and developers could use to improve their perceptive powers. In this case, evaluators could improve their skills through repeated practice. Imagine a VR experience that is a competitive game designed to enhance your perceptive abilities in spotting VR flaws.

Steven M LaValle 2016-12-31