Taking steps: the influence of a walking technique on presence in virtual reality
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on virtual reality software and technology
Walking walking-in-place flying, in virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Physiological measures of presence in stressful virtual environments
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
The Influence of Rendering Quality on Presence And Task Performance in a Virtual Environment
VR '03 Proceedings of the IEEE Virtual Reality 2003
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Visual Realism Enhances Realistic Response in an Immersive Virtual Environment
IEEE Computer Graphics and Applications
Using immersive virtual reality to evaluate pedestrian street crossing decisions at a roundabout
Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization
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
Can I pass?: using affordances to measure perceived size in virtual environments
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception in Graphics and Visualization
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception in Graphics and Visualization
Proceedings of the ACM Symposium on Applied Perception
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We explore whether a gender-matched, calibrated self-avatar affects the perception of the affordance of stepping off of a ledge, or visual cliff, in an immersive virtual environment. Visual cliffs form demonstrations in many immersive virtual environments because they create compelling environments. Understanding the role that self-avatars contribute to making such environments compelling is an important problem. We conducted an experiment to find the threshold at which subjects on a ledge in an immersive virtual environment would report that they could step gracefully off of the ledge without losing their balance, and compared the threshold height at which their decision changed under the condition of having and not having a self-avatar. The results show that people unrealistically say they can step off a ledge that is approximately 50% of their eyeheight without a self-avatar, and realistically about 25% of their eyeheight with a self-avatar.