Directable behavior models for virtual driving scenarios
Transactions of the Society for Computer Simulation International - Special issue: multi-agent systems and simulation
Perceived Egocentric Distances in Real, Image-Based, and Traditional Virtual Environments
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
Ribbon Networks for Modeling Navigable Paths of Autonomous Agents in Virtual Urban Environments
VR '03 Proceedings of the IEEE Virtual Reality 2003
Presence: Teleoperators and Virtual Environments
Human visual perception of region warping distortions
ACSC '06 Proceedings of the 29th Australasian Computer Science Conference - Volume 48
Egocentric distance judgments in a large screen display immersive virtual environment
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
Enhanced 3d interaction with augmented visual information
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
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Two experiments were conducted to compare distance perception in real and virtual environments. In Experiment 1, adults estimated how long it would take to walk to targets in real and virtual environments by starting and stopping a stopwatch while looking at a target person standing between 20 and 120 ft away. The real environment was a large grassy lawn in front of a university building. We replicated this scene in our virtual environment using a nonstereoscopic, large screen immersive display system. We found that people underestimated time to walk in both environments for distances of 40--60 ft and beyond. However, time-to-walk estimates were virtually identical across the two environments. In Experiment 2, 10- and 12-year-old children and adults estimated time to walk in real and virtual environments both with and without vision. Adults again underestimated time to walk in both environments for distances of 60 ft and beyond. Again, their estimates were virtually identical in the real and virtual environment both with and without vision. Children's time-to-walk estimates were also very similar across the two environments under both viewing conditions. We conclude that distance perception may be better in virtual environments involving large screen immersive displays than those involving head mounted displays (HMDs).