With similar visual angles, larger displays improve spatial performance
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Virtual guiding avatar: an effective procedure to reduce simulator sickness in virtual environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Physically large displays improve performance on spatial tasks
ACM Transactions on Computer-Human Interaction (TOCHI)
Head mounted display with peripheral vision
Proceedings of the 2005 international conference on Augmented tele-existence
Hand-held virtual reality: a feasibility study
Proceedings of the ACM symposium on Virtual reality software and technology
Effects of physical display size and amplitude of oscillation on visually induced motion sickness
Proceedings of the ACM symposium on Virtual reality software and technology
High-resolution gaming: Interfaces, notifications, and the user experience
Interacting with Computers
An independent visual background reduced simulator sickness in a driving simulator
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Anxiety increases the feeling of presence in virtual reality
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
User experience modeling and enhancement for virtual environments that employ wide-field displays
ICDHM'07 Proceedings of the 1st international conference on Digital human modeling
Presence: Teleoperators and Virtual Environments
International Journal of Human-Computer Studies
Augmentation techniques for efficient exploration in head-mounted display environments
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Knowledge visualization for engineered systems
KES'10 Proceedings of the 14th international conference on Knowledge-based and intelligent information and engineering systems: Part I
The role of display technology and individual differences on presence
Proceedings of the 28th Annual European Conference on Cognitive Ergonomics
Car racing in a simulator: Validation and assessment of brake pedal stiffness
Presence: Teleoperators and Virtual Environments
A virtual reality version of the trier social stress test: A pilot study
Presence: Teleoperators and Virtual Environments
Analysis of user behavior on high-resolution tiled displays
INTERACT'05 Proceedings of the 2005 IFIP TC13 international conference on Human-Computer Interaction
Manipulation of field of view for hand-held virtual reality
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
On the use of virtual environments for the evaluation of location-based applications
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
International Journal of Human-Computer Studies
Usability attributes in virtual learning environments
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
Evaluation of surround-view and self-rotation in the OctaVis VR-System
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
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Effects of field-of-view (FOV) in a virtual environment (VE) on presence, enjoyment, memory, and simulator sickness (SS) were studied. A refined scale designed to assess subjects' engagement, enjoyment, and immersion (E2I) was developed. Items to examine subjects' memory of the VE were included. SS was examined using the Simulator Sickness Questionnaire (SSQ). Using a within-subjects design, data were collected from 10 subjects at four FOVs (60, 100, 140, and 180). The VE, Crayolaland, was presented in a driving simulator. Results indicated that presence, enjoyment, and SS varied as a function of display FOV. Subjects exhibited higher SSQ and presence subscale scores with increasing FOV. SSQ and presence values approached asymptotes for FOVs beyond 140. Presence and SS were positively correlated; enjoyment and SS were negatively correlated.