Distance Perception and the Visual Horizon in Head-Mounted Displays
ACM Transactions on Applied Perception (TAP)
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: Teleoperators and Virtual Environments
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
Effects of stereo viewing conditions on distance perception in virtual environments
Presence: Teleoperators and Virtual Environments
Proceedings of the 5th symposium on Applied perception in graphics and visualization
Recalibration of rotational locomotion in immersive virtual environments
ACM Transactions on Applied Perception (TAP)
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
ACM Transactions on Applied Perception (TAP)
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception in Graphics and Visualization
VR '10 Proceedings of the 2010 IEEE Virtual Reality Conference
Egocentric distance perception in HMD-based virtual environments
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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We conducted four experiments on egocentric depth perception using blind walking with a restricted scanning method in both the real and a virtual environment. Our viewing condition in all experiments was monocular. We varied the field of view (real), scan direction (real), blind walking method (real and virtual), and self-representation (virtual) over distances of 4 meters to 7 meters. The field of view varied between 21.1° and 13.6°. The scan direction varied between near-to-far scanning and far-to-near scanning. The blind walking method varied between direct blind walking and an indirect method of blind walking that matched the geometry of our laboratory. We varied self-representation between having a self-avatar (a fully tracked, animated, and first-person perspective of the user), having a static avatar (a mannequin avatar that did not move), to having no avatar (a disembodied camera view of the virtual environment). In the real environment, we find an effect of field of view; participants performed more accurately with larger field of view. In both real and virtual environments, we find an effect of blind walking method; participants performed more accurately in direct blind walking. We do not find an effect of distance underestimation in any environment, nor do we find an effect of self-representation.