Enhancing speed perception in virtual environments through training

2012 ◽  
Author(s):  
John D. Hill ◽  
Jonathan A. Salzman
2005 ◽  
Vol 14 (4) ◽  
pp. 394-406 ◽  
Author(s):  
Tom Banton ◽  
Jeanine Stefanucci ◽  
Frank Durgin ◽  
Adam Fass ◽  
Dennis Proffitt

Studies of locomotion in virtual environments assume that correct geometric principles define the relationship between walking speed and environmental flow. However, we have observed that geometrically correct optic flow appears to be too slow during simulated locomotion on a treadmill. Experiment 1 documents the effect in a head-mounted display. Experiment 2 shows that the effect is eliminated when the gaze is directed downward or to the side, or when the walking speed is slow. Experiment 3 shows that the effect is unchanged by stride length. Experiment 4 verifies that the effect is not attributable to image jitter. The change in perceived speed from straight ahead to side or down gaze coincides with a shift from expanding optic flow to lamellar flow. Therefore, we hypothesize that lamellar flow is necessary for accurate speed perception, and that a limited field of view eliminates this cue during straight-ahead gaze.


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.


2004 ◽  
Author(s):  
Cynthia S. Sahm ◽  
Sarah H. Creem-Regehr ◽  
William B. Thompson ◽  
Peter Willemsen

2004 ◽  
Author(s):  
Jodie M. Plumert ◽  
Joseph K. Kearney ◽  
James F. Cremer

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