Factors Affecting the Perception of Interobject Distances in Virtual Environments

1999 ◽  
Vol 8 (6) ◽  
pp. 657-670 ◽  
Author(s):  
David Waller

Two experiments collectively explored four factors that may influence people's judgments of exocentric (interobject) distances in virtual environments. Participants freely navigated in a simple virtual environment and repeatedly made magnitude estimations of exocentric distances. Distances were generally overestimated. An exponential model (Stevens' power law) fit the data, and exponent estimates were generally less than unity. Geometric field of view (GFOV) and the presence of error-corrective feedback were found to have the strongest effect on accuracy. In fact, distance perception was nearly veridical when made with an 80 deg. GFOV and when receiving feedback. Display type (head-mounted versus desktop) and the presence of additional perspective cues were less influential.

Perception ◽  
2019 ◽  
Vol 48 (9) ◽  
pp. 769-795 ◽  
Author(s):  
Ilja T. Feldstein

The human egocentric perception of approaching objects and the related perceptual processes have been of interest to researchers for several decades. This article gives a literature review on numerous studies that investigated the phenomenon when an object approaches an observer (or the other way around) with the goal to single out factors that influence the perceptual process. A taxonomy of metrics is followed by a breakdown of different experimental measurement methods. Thereinafter, potential factors affecting the judgment of approaching objects are compiled and debated while divided into human factors (e.g., gender, age, and driving experience), compositional factors (e.g., approaching velocity, spatial distance, and observation time), and technical factors (e.g., field of view, stereoscopy, and display contrast). Experimental findings are collated, juxtaposed, and critically discussed. With virtual-reality devices having taken a tremendous developmental leap forward in the past few years, they have been able to gain ground in experimental research. Therefore, special attention in this article is also given to the perception of approaching objects in virtual environments and put in contrast to the perception in reality.


1996 ◽  
Vol 5 (3) ◽  
pp. 274-289 ◽  
Author(s):  
Claudia Hendrix ◽  
Woodrow Barfield

This paper reports the results of three studies, each of which investigated the sense of presence within virtual environments as a function of visual display parameters. These factors included the presence or absence of head tracking, the presence or absence of stereoscopic cues, and the geometric field of view used to create the visual image projected on the visual display. In each study, subjects navigated a virtual environment and completed a questionnaire designed to ascertain the level of presence experienced by the participant within the virtual world. Specifically, two aspects of presence were evaluated: (1) the sense of “being there” and (2) the fidelity of the interaction between the virtual environment participant and the virtual world. Not surprisingly, the results of the first and second study indicated that the reported level of presence was significantly higher when head tracking and stereoscopic cues were provided. The results from the third study showed that the geometric field of view used to design the visual display highly influenced the reported level of presence, with more presence associated with a 50 and 90° geometric field of view when compared to a narrower 10° geometric field of view. The results also indicated a significant positive correlation between the reported level of presence and the fidelity of the interaction between the virtual environment participant and the virtual world. Finally, it was shown that the survey questions evaluating several aspects of presence produced reliable responses across questions and studies, indicating that the questionnaire is a useful tool when evaluating presence in virtual environments.


1996 ◽  
Vol 5 (3) ◽  
pp. 330-345 ◽  
Author(s):  
Edward J. Rinalducci

This paper provides an overview of the literature on the visual system, placing special emphasis on those visual characteristics regarded as necessary to produce adequate visual fidelity in virtual environments. These visual cues apply to the creation of various virtual environments including those involving flying, driving, sailing, or walking. A variety of cues are examined, in particular, motion, color, stereopsis, pictorial and secondary cues, physiological cues, texture, vertical development, luminance, field-of-view, and spatial resolution. Conclusions and recommendations for research are also presented.


2021 ◽  
Vol 2 ◽  
Author(s):  
Lauren Buck ◽  
Richard Paris ◽  
Bobby Bodenheimer

Spatial perception in immersive virtual environments, particularly regarding distance perception, is a well-studied topic in virtual reality literature. Distance compression, or the underestimation of distances, is and has been historically prevalent in all virtual reality systems. The problem of distance compression still remains open, but recent advancements have shown that as systems have developed, the level of distance compression has decreased. Here, we add evidence to this trend by beginning the assessment of distance compression in the HTC Vive Pro. To our knowledge, there are no archival results that report any findings about distance compression in this system. Using a familiar paradigm for studying distance compression in virtual reality hardware, we asked users to blind walk to a target object placed in a virtual environment and assessed their judgments based on those distances. We find that distance compression in the HTC Vive Pro mirrors that of the HTC Vive. Our results are not particularly surprising, considering the nature of the differences between the two systems, but they lend credence to the finding that resolution does not affect distance compression. More extensive study should be performed to reinforce these results.


2010 ◽  
Vol 19 (6) ◽  
pp. 527-543 ◽  
Author(s):  
Eric D. Ragan

Researchers have proposed that immersion could have advantages for tasks involving abstract mental activities, such as conceptual learning; however, there are few empirical results that support this idea. We hypothesized that higher levels of immersion would benefit such tasks if the mental activity could be mapped to objects or locations in a 3D environment. To investigate this hypothesis, we performed an experiment in which participants memorized procedures in a virtual environment and then attempted to recall those procedures. We aimed to understand the effects of three components of immersion on performance. The results demonstrate that a matched software field of view (SFOV), a higher physical field of view (FOV), and a higher field of regard (FOR) all contributed to more effective memorization. The best performance was achieved with a matched SFOV and either a high FOV or a high FOR, or both. In addition, our experiment demonstrated that memorization in a virtual environment could be transferred to the real world. The results suggest that, for procedure memorization tasks, increasing the level of immersion even to moderate levels, such as those found in head mounted displays (HMDs) and display walls, can improve performance significantly compared to lower levels of immersion. Hypothesizing that the performance improvements provided by higher levels of immersion can be attributed to enhanced spatial cues, we discuss the values and limitations of supplementing conceptual information with spatial information in educational VR.


Author(s):  
Dennis C. Neale

This study investigated perceptual and cognitive issues relating to manipulations of geometric field of view (GFOV) in three-dimensional perspective displays and the effects of incorporating virtual environment enhancements in the interface based on visual momentum (VM) techniques. Sixty participants, who were pretested for spatial ability, were required to navigate through a virtual office building while estimating space dimensions and performing spatial orientation tasks. A 3 − 2 − 2 mixed-subjects design compared three levels of GFOV, two levels of VM, and two levels of Difficulty. This study effectively demonstrates that the spatial characteristics of architectural representations in perspective displays are not always accurately perceived. Furthermore, the results indicate that manipulations in GFOV can produce perceptual and cognitive errors for the basic space dimensions in perspective displays; however, VM can be used to compensate for many of the biases shown to occur.


Author(s):  
Dennis C. Neale

This study investigated influences on human spatial orientation and representation resulting from manipulations in the geometric field of view (GFOV) of a perspective display. Also examined was the impact of incorporating symbolic virtual environment enhancements in the interface based on visual momentum (VM) techniques. Sixty participants, pretested for spatial ability, were required to navigate through a virtual office building while performing a variety of spatial orientation tasks. A 3 × 2 × 2 mixed-subjects design compared three levels of GFOV, two levels of VM, and two levels of Difficulty. The findings indicate that decreases in GFOV produce spatial orientation and representation errors, and as task difficulty increases, errors are more pronounced. Furthermore, VM was shown to alleviate errors in spatial orientation and representation, especially when task difficulty was increased. Design recommendations are discussed based on the implications of the results.


2004 ◽  
Vol 13 (5) ◽  
pp. 572-577 ◽  
Author(s):  
Joshua M. Knapp ◽  
Jack M. Loomis

Observers binocularly viewed a target placed in a large open field under two viewing conditions: unrestricted field of view and reduced field of view, as effected using a simulated head-mounted display. Observers indicated the perceived distance of the target, which ranged from 2 to 15 m, using both verbal report and blind walking. For neither response was there a reliable effect of limiting the field of view on the perception of distance. This result indicates that the significant underperception of distance observed in several studies on distance perception in virtual environments is not caused by the limited field of view of the head-mounted display.


Author(s):  
Paul B. Kline ◽  
Bob G. Witmer

This study investigated the effects of three system related cues on estimates of near distances. Subjects (N=28) viewed a simple VE and used a magnitude estimation procedure to generate distance estimates to a wall at the end of a corridor 1 to 12 feet away. Independent variables included type of wall texture (2 levels), resolution of wall texture (3 levels), display FOV (2 levels), and distance (12 levels). Dependent variables included distance estimates, response latency, and relative error of estimates. Subjects consistently underestimated distances judged using a wide FOV and overestimated distances judged with a narrow FOV. Distance estimates were significantly affected by both FOV and texture type. Significant interactions of distance with FOV, texture type, and texture resolution revealed that these variables had greater effects at the closer distances. The most accurate estimates occurred with a wide FOV and a rich, fine resolution pattern.


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