Visual cues for imminent object contact in realistic virtual environment
Proceedings of the conference on Visualization '00
Perceived Egocentric Distances in Real, Image-Based, and Traditional Virtual Environments
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
The effects of head-mounted display mechanics on distance judgments in virtual environments
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
Distance perception in real and virtual environments
ACM Transactions on Applied Perception (TAP)
Distance Perception and the Visual Horizon in Head-Mounted Displays
ACM Transactions on Applied Perception (TAP)
Objective Measures for the Effectiveness of Augmented Reality
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Distance Perception in Immersive Virtual Environments, Revisited
VR '06 Proceedings of the IEEE conference on Virtual Reality
A Perceptual Matching Technique for Depth Judgments in Optical, See-Through Augmented Reality
VR '06 Proceedings of the IEEE conference on Virtual Reality
Making distance judgments in real and virtual environments: does order make a difference?
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
Presence: Teleoperators and Virtual Environments
Egocentric Depth Judgments in Optical, See-Through Augmented Reality
IEEE Transactions on Visualization and Computer Graphics
Effects of scale change on distance perception in virtual environments
Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization
Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization
ACM Transactions on Applied Perception (TAP)
Depth judgment measures and occluding surfaces in near-field augmented reality
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Evaluating the benefits of 3d stereo in modern video games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Pop-up depth views for improving 3D target acquisition
Proceedings of Graphics Interface 2011
A context-aware adaptation system for spatial augmented reality
ICDHM'11 Proceedings of the Third international conference on Digital human modeling
Effects of scale change on distance perception in virtual environments
ACM Transactions on Applied Perception (TAP)
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception in Graphics and Visualization
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception in Graphics and Visualization
Proceedings of the ACM Symposium on Applied Perception
Proceedings of the ACM Symposium on Applied Perception
CaveUDK: a VR game engine middleware
Proceedings of the 18th ACM symposium on Virtual reality software and technology
The perception of egocentric distances in virtual environments - A review
ACM Computing Surveys (CSUR)
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As the use of virtual and augmented reality applications becomes more common, the need to fully understand how observers perceive spatial relationships grows more critical. One of the key requirements in engineering a practical virtual or augmented reality system is accurately conveying depth and layout. This requirement has frequently been assessed by measuring judgments of egocentric depth. These assessments have shown that observers in virtual reality (VR) perceive virtual space as compressed relative to the real-world, resulting in systematic underestimations of egocentric depth. Previous work has indicated that similar effects may be present in augmented reality (AR) as well. This paper reports an experiment that directly measured egocentric depth perception in both VR and AR conditions; it is believed to be the first experiment to directly compare these conditions in the same experimental framework. In addition to VR and AR, two control conditions were studied: viewing real-world objects, and viewing real-world objects through a head-mounted display. Finally, the presence and absence of motion parallax was crossed with all conditions. Like many previous studies, this one found that depth perception was underestimated in VR, although the magnitude of the effect was surprisingly low. The most interesting finding was that no underestimation was observed in AR.