scholarly journals Influence of the Size of the Field of View on Visual Perception While Running in a Treadmill-Mediated Virtual Environment

2019 ◽  
Vol 10 ◽  
Author(s):  
Martina Caramenti ◽  
Paolo Pretto ◽  
Claudio L. Lafortuna ◽  
Jean-Pierre Bresciani ◽  
Amandine Dubois
Author(s):  
Li Li

Focusing on the topic of improving the table tennis teaching quality with the visual field training, the test is to grab images repeatedly by using a camera in a speed of 119s, and the final result shows that it gets the correct hitting points on racket coordinating with correct racket angles, which verifies the effectiveness of the visual field training. Finally, it's concluded that the visual field training can improve the athletes' abilities of focus and judgment, and enhance their exercise stability.


Space ◽  
2020 ◽  
pp. 184-222
Author(s):  
Gary Hatfield

This chapter examines the development of a geometrical framework for understanding and explaining spatial aspects of visual perception, including perception of the sizes, shapes, and positions of things in the field of view. The structure of this framework is built on the fact that vision typically occurs in straight lines (rectilinearly). Within this framework, the chapter selectively focuses on size perception. This focus allows for a comparative examination of how a single problem was treated geometrically by various theorists, ancient, medieval, and modern. The theorists examined are Euclid and Ptolemy, who were extramissionists, and Ibn al-Haytham, Kepler, Descartes, and Berkeley, each of whom adopted, in one way or another, an intromissionist scheme. In comparing Descartes and Berkeley, notice is taken of Berkeley’s interpretive bent in treating Descartes’s account of distance perception in a way that requires mental calculation, where Descartes sometimes offered psychophysiological mechanisms (avoiding mental calculation).


Author(s):  
Russell L. Smith ◽  
David R. Garfinkle ◽  
John Lyman

This experiment evaluated the independent effects of error magnification and field of view on compensatory tracking performance. Both display and optical magnification were investigated. In general, the results demonstrated that: (1) the facilitative effect on performance of display magnification was primarily due to the concomitant field of view reduction and not magnification per se; (2) optical magnification facilitated performance but subsequent display gain increases had no further affect; (3) regardless of visual mode employed, optimum performance levels on a complex trajectory converged at approximately the same field of view. In was suggested that increasing the optical gain or decreasing the field of view resulted in subjects reducing their reaction times to target movements. No evidence was found which indicated that magnification facilitated visual perception.


Author(s):  
Robert G. Eggleston ◽  
William P. Janson ◽  
Kenneth A. Aldrich

It is important for designers of virtual reality (VR) systems to understand how properties of the system interact with human processes to impact overall system performance. The following experiments investigated the field-of-view (FOV) characteristics of a VR system and how they affected aimed movement behavior across a natural and virtual environment. Utilizing three levels of FOV, and two levels of task difficulty, subjects performed a reciprocal tapping task. FOV was found to differentially affect movement time performance between the two environments for the moderate level of task difficulty, but not for the more highly difficult level. This significant effect for longer movement times in the virtual environment was traced to the smallest FOV, involving those targets appearing outside the instantaneous FOV. Movement times in the virtual environment were also uncharacteristically nonlinear across target configurations within the same level of difficulty. These findings, as well as other movement time differences between environments, are discussed in terms of image resolution, stereopsis and helmet weight considerations.


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.


Author(s):  
Elizabeth T. Davis ◽  
Kevin Scott ◽  
Jarrell Pair ◽  
Larry F. Hodges ◽  
James Oliverio

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