Measuring an Illusion: The Influence of System Performance on Size Perception in Virtual Environments

Author(s):  
Jan Hofmann ◽  
Thomas J. Jäger ◽  
Thorben Deffke ◽  
Heiner Bubb
Author(s):  
Jeanine K. Stefanucci ◽  
David A. Lessard ◽  
Michael N. Geuss ◽  
Sarah H. Creem-Regehr ◽  
William B. Thompson

2000 ◽  
Author(s):  
John Uhlarik ◽  
Kevin Jordan ◽  
Kimberly Raddatz

Author(s):  
Magesh Chandramouli ◽  
Bo Huang

This article explores the application of virtual environments to 3D geospatial visualization and exploration. VR worlds provide powerful functionalities for model generation and animation and are indeed a valuable tool for geospatial visualization. Subsequently, related issues such as the constraints in progressive terrain rendering, geographic data modeling, photo-realism in virtual worlds, and the system performance with relatively larger files are discussed. Nevertheless, to accomplish the desired results and to attain a higher level of functionality, a good level of experience in VR programming and the jurisprudence to choose the appropriate tool are necessary. Although a standalone VR application is not capable of a higher level of interaction, using the SCRIPT nodes and the External Authoring Interface additional functionalities can be integrated. Intended for use over the internet with a VR browser, such virtual environments serve not only as a visualization tool, but also a powerful medium for geospatial data exploration.


2013 ◽  
pp. 216-226 ◽  
Author(s):  
Magesh Chandramouli ◽  
Bo Huang

This article explores the application of virtual environments to 3D geospatial visualization and exploration. VR worlds provide powerful functionalities for model generation and animation and are indeed a valuable tool for geospatial visualization. Subsequently, related issues such as the constraints in progressive terrain rendering, geographic data modeling, photo-realism in virtual worlds, and the system performance with relatively larger files are discussed. Nevertheless, to accomplish the desired results and to attain a higher level of functionality, a good level of experience in VR programming and the jurisprudence to choose the appropriate tool are necessary. Although a standalone VR application is not capable of a higher level of interaction, using the SCRIPT nodes and the External Authoring Interface additional functionalities can be integrated. Intended for use over the internet with a VR browser, such virtual environments serve not only as a visualization tool, but also a powerful medium for geospatial data exploration.


1995 ◽  
Vol 4 (1) ◽  
pp. 24-49 ◽  
Author(s):  
Jannick P. Rolland ◽  
William Gibson ◽  
Dan Ariely

With the rapid advance of real-time computer graphics, head-mounted displays (HMDs) have become popular tools for 3D visualization. One of the most promising and challenging future uses of HMDs, however, is in applications where virtual environments enhance rather than replace real environments. In such applications, a virtual image is superimposed on a real image. The unique problem raised by this superimposition is the difficulty that the human visual system may have in integrating information from these two environments. As a starting point to studying the problem of information integration in see-through environments, we investigate the quantification of depth and size perception of virtual objects relative to real objects in combined real and virtual environments. This starting point leads directly to the important issue of system calibration, which must be completed before perceived depth and sizes are measured. Finally, preliminary experimental results on the perceived depth of spatially nonoverlapping real and virtual objects are presented.


2012 ◽  
Vol 12 (9) ◽  
pp. 912-912 ◽  
Author(s):  
M. Geuss ◽  
D. Lessard ◽  
J. Stefanucci ◽  
S. Creem-Regehr ◽  
W. Thompson

2003 ◽  
Vol 15 (2) ◽  
pp. 69-71 ◽  
Author(s):  
Thomas W. Schubert

Abstract. The sense of presence is the feeling of being there in a virtual environment. A three-component self report scale to measure sense of presence is described, the components being sense of spatial presence, involvement, and realness. This three-component structure was developed in a survey study with players of 3D games (N = 246) and replicated in a second survey study (N = 296); studies using the scale for measuring the effects of interaction on presence provide evidence for validity. The findings are explained by the Potential Action Coding Theory of presence, which assumes that presence develops from mental model building and suppression of the real environment.


Author(s):  
Jérôme Guegan ◽  
Claire Brechet ◽  
Julien Nelson

Abstract. Computers have long been seen as possible tools to foster creativity in children. In this respect, virtual environments present an interesting potential to support idea generation but also to steer it in relevant directions. A total of 96 school-aged children completed a standard divergent thinking task while being exposed to one of three virtual environments: a replica of the headmistress’s office, a replica of their schoolyard, and a dreamlike environment. Results showed that participants produced more original ideas in the dreamlike and playful environments than in the headmistress’s office environment. Additionally, the contents of the environment influenced the selective exploration of idea categories. We discuss these results in terms of two combined processes: explicit references to sources of inspiration in the environment, and the implicit priming of specific idea categories.


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