Ergonomics of wearable computers
Mobile Networks and Applications
Perceptual Stability During Head Movement in Virtual Reality
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
Amplifying head movements with head-mounted displays
Presence: Teleoperators and Virtual Environments
The Hand is Slower than the Eye: A Quantitative Exploration of Visual Dominance over Proprioception
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Redirected walking
Distance Perception in Immersive Virtual Environments, Revisited
VR '06 Proceedings of the IEEE conference on Virtual Reality
Factors Affecting the Perception of Interobject Distances in Virtual Environments
Presence: Teleoperators and Virtual Environments
Sensitivity to scene motion for phases of head yaws
Proceedings of the 5th symposium on Applied perception in graphics and visualization
Psychophysics 101: how to run perception experiments in computer graphics
ACM SIGGRAPH 2008 classes
HMD calibration and its effects on distance judgments
ACM Transactions on Applied Perception (TAP)
Judgment of natural perspective projections in head-mounted display environments
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
Estimation of Detection Thresholds for Redirected Walking Techniques
IEEE Transactions on Visualization and Computer Graphics
Hi-index | 0.00 |
Physical characteristics and constraints of today's head-mounted displays (HMDs) often impair interaction in immersive virtual environments (VEs). For instance, due to the limited field of view (FOV) subtended by the display units in front of the user's eyes more effort is required to explore a VE by head rotations than for exploration in the real world. In this paper we propose a combination of two augmentation techniques that have the potential to make exploration of VEs more efficient: (1) augmenting the geometric FOV (GFOV) used for rendering the VE, and (2) amplifying head rotations while the user changes her head orientation. In order to identify how much manipulation can be applied without users noticing, we conducted two psychophysical experiments in which we analyzed subjects' ability to discriminate between virtual and real head pitch and roll rotations while three different geometric FOVs were used. Our results show that the combination of both techniques has great potential to support efficient exploration of VEs. We found that virtual pitch and roll rotations can be amplified by 30% and 44% respectively, when the GFOV matches the subject's estimation of the most natural FOV. This leads to a possible reduction of the user's effort required to explore the VE using a combination of both techniques by approximately 25%.