Dynamic memory revisited
Fidelity metrics for virtual environment simulations based on spatial memory awareness states
Presence: Teleoperators and Virtual Environments
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
The Effect of Visual and Interaction Fidelity on Spatial Cognition in Immersive Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
The effect of memory schemas on object recognition in virtual environments
Presence: Teleoperators and Virtual Environments - Special issue: Immersive projection technology
Obstacle avoidance during walking in real and virtual environments
ACM Transactions on Applied Perception (TAP)
Estimation of travel distance from visual motion in virtual environments
ACM Transactions on Applied Perception (TAP)
The Transfer of Spatial Knowledge in Virtual Environment Training
Presence: Teleoperators and Virtual Environments
Functional similarities in spatial representations between real and virtual environments
ACM Transactions on Applied Perception (TAP)
Effects of stereo viewing conditions on distance perception in virtual environments
Presence: Teleoperators and Virtual Environments
A schema-based selective rendering framework
Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization
Cognitive transfer of spatial awareness states from immersive virtual environments to reality
ACM Transactions on Applied Perception (TAP)
Quantifying fidelity for virtual environment simulations employing memory schema assumptions
ACM Transactions on Applied Perception (TAP)
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Spatial awareness is crucial for human performance efficiency of any task that entails perception of space. Memory of spaces is an imperfect reflection of the cognitive activity (awareness states) that underlies performance in such environments. Furthermore, performance on these tasks may also be influenced by the context of the environment. This research investigates the effect of stereo viewing on object recognition after exposure to an immersive VE, in terms of both scene context and associated awareness states. The immersive simulation consisted of a radiosity-rendered room that was either populated by objects consistent with an office setting or by primitive objects located in similar positions. The simulation was displayed on a stereo head-tracked Head Mounted Display. Twenty-four participants across two visual conditions of varying depth cues (absence vs presence of stereo cues) were exposed to the VE and completed an object-based memory recognition task. Participants also reported one of four states of awareness following each recognition response which reflected whether visual mental imagery was induced during retrieval. Results revealed better memory of objects that were consistent with the environment context and associated with vivid memorial experiences when the space was viewed in stereo.