Toward the merging of real and virtual spaces
Communications of the ACM - Interactive immersion in 3D graphics
The influence of feedback on egocentric distance judgments in real and virtual environments
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
Presence: Teleoperators and Virtual Environments
Presence in Shared Virtual Environments and Virtual Togetherness
Presence: Teleoperators and Virtual Environments
Functional similarities in spatial representations between real and virtual environments
ACM Transactions on Applied Perception (TAP)
Distance estimation in virtual and real environments using bisection
Proceedings of the 4th symposium on Applied perception in graphics and visualization
A full-body avatar improves egocentric distance judgments in an immersive virtual environment
Proceedings of the 5th symposium on Applied perception in graphics and visualization
The effect of self-embodiment on distance perception in immersive virtual environments
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
The effect of viewing a self-avatar on distance judgments in an hmd-based virtual environment
Presence: Teleoperators and Virtual Environments
New method to measure end-to-end delay of virtual reality
Presence: Teleoperators and Virtual Environments
Spatial perception in virtual environments: Evaluating an architectural application
VRAIS '93 Proceedings of the 1993 IEEE Virtual Reality Annual International Symposium
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception in Graphics and Visualization
Proceedings of the ACM Symposium on Applied Perception
Stepping off a ledge in an HMD-based immersive virtual environment
Proceedings of the ACM Symposium on Applied Perception
The perception of egocentric distances in virtual environments - A review
ACM Computing Surveys (CSUR)
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Humans have been shown to perceive and perform actions differently in immersive virtual environments (VEs) as compared to the real world. Immersive VEs often lack the presence of virtual characters; users are rarely presented with a representation of their own body and have little to no experience with other human avatars/characters. However, virtual characters and avatars are more often being used in immersive VEs. In a two-phase experiment, we investigated the impact of seeing an animated character or a self-avatar in a head-mounted display VE on task performance. In particular, we examined performance on three different behavioral tasks in the VE. In a learning phase, participants either saw a character animation or an animation of a cone. In the task performance phase, we varied whether participants saw a co-located animated self-avatar. Participants performed a distance estimation, an object interaction and a stepping stone locomotion task within the VE. We find no impact of a character animation or a self-avatar on distance estimates. We find that both the animation and the self-avatar influenced task performance which involved interaction with elements in the environment; the object interaction and the stepping stone tasks. Overall the participants performed the tasks faster and more accurately when they either had a self-avatar or saw a character animation. The results suggest that including character animations or self-avatars before or during task execution is beneficial to performance on some common interaction tasks within the VE. Finally, we see that in all cases (even without seeing a character or self-avatar animation) participants learned to perform the tasks more quickly and/or more accurately over time.