scholarly journals Changes of Locomotion Speed Affect Distance Estimations in Virtual Reality

2021 ◽  
Vol 4 ◽  
pp. 1-5
Author(s):  
Julian Keil ◽  
Annika Korte ◽  
Dennis Edler ◽  
Denise O‘Meara ◽  
Frank Dickmann

Abstract. Modern Virtual Reality (VR) applications often use artificial locomotion to allow users to travel distances within VR space that exceed the available space used to transfer real-world and real-time motion into the virtual environment. The locomotion speed is usually not fixed and can be selected dynamically by the user. Due to motion adaptation effects, variations of locomotion speed could affect how distances in VR are perceived. In the context of cartographic VR applications aimed to experience and communicate spatial information, such effects on distance perception could be problematic, because they might lead to distortions in cognitive representations of space acquired via interaction with VR environments. By conducting a VR-based distance estimation study, we demonstrate how changes of artificial locomotion speed affect distance estimations in VR. Increasing locomotion speeds after letting users adapt to a lower locomotion speed led to lower distance estimations and decreasing locomotion speeds led to higher distance estimations. These findings should sensitize VR developers to consider the choice of applied locomotion techniques when a developed VR application is supposed to communicate distance information or to support the acquisition of a cognitive representation of geographic space.

2019 ◽  
Author(s):  
C. Karlsson ◽  
J.K. Willis ◽  
M. Patel ◽  
T. Burt de Perera

AbstractTerrestrial animals compute shortcuts through their environment by integrating self-motion vectors containing distance and direction information. The sensory and neural mechanisms underlying this navigational feat have been extensively documented, but their evolutionary origins remain unexplored. Among extant vertebrates, the teleost fish make up one of the most diverse and earliest-branching phylogenetic groups, and provide a powerful system to study the origins of vertebrate spatial processing. However, how freely-swimming teleost fish collect and compute metric spatial information underwater are unknown. Using the Picasso triggerfish, Rhinecanthus aculeatus, we investigate the functional and mechanistic basis of distance estimation in teleost fish for the first time. We show that a fish can learn and remember distance travelled with remarkable accuracy. By analysing swimming trajectories, we form hypotheses about how distance is represented in the teleost brain, and propose that distance may be encoded by dedicated neural structures in a similar way to terrestrial vertebrates. Finally, we begin exploring the sensory mechanisms underlying distance estimation in fish. Many walking animals use a step counter for odometry. By quantifying finbeat use during our distance task, we show that a functionally equivalent finbeat counter is unlikely to provide reliable and precise distance information in an aquatic environment.


Author(s):  
Rafael Sanzio Araújo dos Anjos ◽  
Jose Leandro de Araujo Conceição ◽  
Jõao Emanuel ◽  
Matheus Nunes

The spatial information regarding the use of territory is one of the many strategies used to answer and to inform about what happened, what is happening and what may happen in geographic space. Therefore, the mapping of land use as a communication tool for the spatial data made significant progress in improving sources of information, especially over the last few decades, with new generation remote sensing products for data manipulation.


Author(s):  
Denis Bienroth ◽  
Hieu T. Nim ◽  
Dimitar Garkov ◽  
Karsten Klein ◽  
Sabrina Jaeger-Honz ◽  
...  

AbstractSpatially resolved transcriptomics is an emerging class of high-throughput technologies that enable biologists to systematically investigate the expression of genes along with spatial information. Upon data acquisition, one major hurdle is the subsequent interpretation and visualization of the datasets acquired. To address this challenge, VR-Cardiomicsis presented, which is a novel data visualization system with interactive functionalities designed to help biologists interpret spatially resolved transcriptomic datasets. By implementing the system in two separate immersive environments, fish tank virtual reality (FTVR) and head-mounted display virtual reality (HMD-VR), biologists can interact with the data in novel ways not previously possible, such as visually exploring the gene expression patterns of an organ, and comparing genes based on their 3D expression profiles. Further, a biologist-driven use-case is presented, in which immersive environments facilitate biologists to explore and compare the heart expression profiles of different genes.


Author(s):  
Rachel J. Cunio ◽  
David Dommett ◽  
Joseph Houpt

Maintaining spatial awareness is a primary concern for operators, but relying only on visual displays can cause visual system overload and lead to performance decrements. Our study examined the benefits of providing spatialized auditory cues for maintaining visual awareness as a method of combating visual system overload. We examined visual search performance of seven participants in an immersive, dynamic (moving), three-dimensional, virtual reality environment both with no cues, non-masked, spatialized auditory cues, and masked, spatialized auditory cues. Results indicated a significant reduction in visual search time from the no-cue condition when either auditory cue type was presented, with the masked auditory condition slower. The results of this study can inform attempts to improve visual search performance in operational environments, such as determining appropriate display types for providing spatial information.


Author(s):  
Mary Lynne Dittmar ◽  
Joseph P. Hale

The Architectural Space Questionnaire (ASQ) was developed and employed in order to assess subjects' impressions of four different environments (two real and two virtual rooms) at the NASA Marshall Space Flight Center. The ASQ consists of 18 adjectivepairs, arrayed in a 7-point, Likert scale format. Subjects first participated in avariety of distance estimation tasks in the Spacelab Payload Control Room and the Simulation Control Room and in their virtual reality (VR) analogs. After their experience in each room, subjects responded to the ASQ, selecting one value on each adjective pair continuum which best described their impression of the room they were in. The results indicated that the ASQ is sensitive to structural differences between real rooms. Differences between virtual rooms were minimal., possibly due to the absence of visual cues such as lighting and texture in that environment. Implications for the use of VR as a design tool are explored.


2004 ◽  
Vol 13 (1) ◽  
pp. 61-76 ◽  
Author(s):  
Michael M. Popp ◽  
Edna Platzer ◽  
Matthias Eichner ◽  
Marion Schade

The perception of distance when walking through an urban area depends on several factors. In addition to knowledge of the physical length of a route based on known parameters such as the walking speed and the time or number of steps, this paper also discusses external factors such as the visual appearance and details of the route and internal factors such as the physiological effort or emotional states during the walk. It is not clear which of the latter factors are stored in memory and are used to estimate a perceived distance. The hypothesis of distance estimation on the basis of perceived and remembered effort is held by several researchers. The reported experiments tried to clarify that question with research in actual reality and virtual reality. In doing so, we were able to separate the component of real walking from other sources that possibly affect distance estimation. In addition, this work demonstrates the power of experiments in VR compared with equivalent experiments in reality.


1974 ◽  
Vol 38 (3) ◽  
pp. 747-750
Author(s):  
Steven H. Ferris

The possible value of monocular motion parallax for improving distance perception underwater was investigated. Submerged Ss either kept their heads stationary or rotated their heads about a vertical axis while judging the distance of objects placed 4 to 15 ft. away. Both before and after training with feedback to increase accuracy of judgment, head movement did not significantly improve performance. Water turbidity and loss of position constancy are two probable reasons for the failure to replicate the positive results previously obtained in air.


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