EGVE '02 Proceedings of the workshop on Virtual environments 2002
VR '99 Proceedings of the IEEE Virtual Reality
Tolerance of Temporal Delay in Virtual Environments
VR '01 Proceedings of the Virtual Reality 2001 Conference (VR'01)
Effect of Latency on Presence in Stressful Virtual Environments
VR '03 Proceedings of the IEEE Virtual Reality 2003
The adaptive effects of virtual interfaces: vestibulo-ocular reflex and simulator sickness
The adaptive effects of virtual interfaces: vestibulo-ocular reflex and simulator sickness
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
Sensitivity to scene motion for phases of head yaws
Proceedings of the 5th symposium on Applied perception in graphics and visualization
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Perception of image motion during head movement
ACM Transactions on Applied Perception (TAP)
Scene-Motion Thresholds Correlate with Angular Head Motions for Immersive Virtual Environments
ACHI '09 Proceedings of the 2009 Second International Conferences on Advances in Computer-Human Interactions
Relating Scene-Motion Thresholds to Latency Thresholds for Head-Mounted Displays
VR '09 Proceedings of the 2009 IEEE Virtual Reality Conference
Estimation of Detection Thresholds for Redirected Walking Techniques
IEEE Transactions on Visualization and Computer Graphics
Reorientation during body turns
JVRC'09 Proceedings of the 15th Joint virtual reality Eurographics conference on Virtual Environments
Human sensitivity to dynamic rotation gains in head-mounted displays
Proceedings of the ACM Symposium on Applied Perception
Hi-index | 0.00 |
In order to better understand how scene motion is perceived in immersive virtual environments, we measured scene-motion thresholds under different conditions across three experiments. Thresholds were measured during quasi-sinusoidal head yaw, single left-to-right or right-to-left head yaw, different phases of head yaw, slow to fast head yaw, scene motion relative to head yaw, and two scene-illumination levels. We found that across various conditions (1) thresholds are greater when the scene moves with head yaw (corresponding to gain 1.0), and (2) thresholds increase as head motion increases.