scholarly journals Obstacles Affect Perceptions of Egocentric Distances in Virtual Environments

2021 ◽  
Vol 2 ◽  
Author(s):  
Daisuke Mine ◽  
Sakurako Kimoto ◽  
Kazuhiko Yokosawa

Distance perception in humans can be affected by oculomotor and optical cues and a person’s action capability in a given environment, known as action-specific effects. For example, a previous study has demonstrated that egocentric distance estimation to a target is affected by the width of a transparent barrier placed in the intermediate space between a participant and a target. However, the characteristics of a barrier’s width that affect distance perception remain unknown. Therefore, we investigated whether visual and tactile inputs and actions related to a barrier affect distance estimation to a target behind the barrier. The results confirmed previous studies by demonstrating that visual and tactile presentations of the barrier’s width affected distance estimation to the target. However, this effect of the barrier’s width was not observed when the barrier was touchable but invisible nor when the barrier was visible but penetrable. These findings indicate the complexity of action-specific effects and the difficulty of identifying necessary information for inducing these effects.

2012 ◽  
Vol 9 (4) ◽  
pp. 1-17 ◽  
Author(s):  
Marc Rébillat ◽  
Xavier Boutillon ◽  
Étienne Corteel ◽  
Brian F. G. Katz

Perception ◽  
2020 ◽  
Vol 49 (9) ◽  
pp. 940-967
Author(s):  
Ilja T. Feldstein ◽  
Felix M. Kölsch ◽  
Robert Konrad

Virtual reality systems are a popular tool in behavioral sciences. The participants’ behavior is, however, a response to cognitively processed stimuli. Consequently, researchers must ensure that virtually perceived stimuli resemble those present in the real world to ensure the ecological validity of collected findings. Our article provides a literature review relating to distance perception in virtual reality. Furthermore, we present a new study that compares verbal distance estimates within real and virtual environments. The virtual space—a replica of a real outdoor area—was displayed using a state-of-the-art head-mounted display. Investigated distances ranged from 8 to 13 m. Overall, the results show no significant difference between egocentric distance estimates in real and virtual environments. However, a more in-depth analysis suggests that the order in which participants were exposed to the two environments may affect the outcome. Furthermore, the study suggests that a rising experience of immersion leads to an alignment of the estimated virtual distances with the real ones. The results also show that the discrepancy between estimates of real and virtual distances increases with the incongruity between virtual and actual eye heights, demonstrating the importance of an accurately set virtual eye height.


2022 ◽  
Author(s):  
Jonathan Kelly ◽  
Taylor Doty ◽  
Morgan Ambourn ◽  
Lucia Cherep

Distances in virtual environments (VEs) viewed on a head-mounted display (HMD) are typically underperceived relative to the intended distance. This paper presents an experiment comparing perceived egocentric distance in a real environment with that in a matched VE presented in the Oculus Quest and Oculus Quest 2. Participants made verbal judgments and blind walking judgments to an object on the ground. Both the Quest and Quest 2 produced underperception compared to the real environment. Verbal judgments in the VE were 86\% and 79\% of real world judgments in the Quest and Quest 2, respectively. Blind walking judgments were 78% and 79% of real world judgments in the Quest and Quest 2, respectively. This project shows that significant underperception of distance persists even in modern HMDs.


Author(s):  
Donald R. Lampton ◽  
Daniel P. McDonald ◽  
Michael Singer ◽  
James P. Bliss

This paper describes an experiment to evaluate a procedure for measuring distance perception in immersive VEs. Forty-eight subjects viewed a VE with a Head Mounted Display (HMD), a Binocular Omni-Oriented Monitor (BOOM), or a computer monitor. Subjects estimated the distance to a figure of known height that was initially 40 ft away. As the figure moved forward, subjects indicated when the figure was perceived to be 30, 20, 10, 5, and 2.5 ft away. A separate group of 36 subjects performed the task in a real-world setting roughly comparable to the VE. VE distance estimation was highly variable across subjects. For distance perception involving a moving figure, in the VE conditions most subjects called out before the figure had closed to the specified distances. Distance estimation was least accurate with the monitor. In the real world, most subjects called out after the figure had closed to or passed the specified distances. Ways to improve the procedure are discussed.


2019 ◽  
Vol 9 (21) ◽  
pp. 4652 ◽  
Author(s):  
Chiuhsiang Joe Lin ◽  
Dino Caesaron ◽  
Bereket Haile Woldegiorgis

Recent developments in virtual environment applications allow users to interact with three-dimensional (3D) objects in virtual environments. As interaction with 3D objects in virtual environments becomes more established, it is important to investigate user performance with such interaction techniques within a specific task. This study investigated two interaction modes, direct and indirect, depending on how the users interacted with the 3D objects, by measuring the accuracy of egocentric distance estimation in a stereoscopic environment. Fourteen participants were recruited to perform an acquisition task with both direct pointing and indirect cursor techniques at three egocentric distances and three task difficulty levels. The accuracy of the egocentric distance estimation, throughput, and task completion time were analyzed for each interaction technique. The indirect cursor technique was found to be more accurate than the direct pointing one. On the other hand, a higher throughput was observed with the direct pointing technique than with the indirect cursor technique. However, there were no significant differences in task completion time between the two interaction techniques. The results also showed accuracy to be higher at the greatest distance (150 cm from the participant) than at the closer distances of 90 cm and 120 cm. Furthermore, the difficulty of the task also significantly affected the accuracy, with accuracy lower in the highest difficulty condition than in the medium and low difficulty conditions. The findings of this study contribute to the understanding of user-interaction techniques in a stereoscopic environment. Furthermore, developers of virtual environments may refer to these findings in designing effective user interactions, especially those in which performance relies on accuracy.


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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