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
Visual motion influences locomotion in a treadmill virtual environment
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
Visual motion influences locomotion in a treadmill virtual environment
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
The effects of head-mounted display mechanics on distance judgments in virtual environments
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Distance estimation in virtual environments using bisection
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
Egocentric medium-field distance perception in projection environments
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
Making distance judgments in real and virtual environments: does order make a difference?
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
Distance estimation in virtual environments using bisection
ACM SIGGRAPH 2006 Research posters
Egocentric medium-field distance perception in projection environments
ACM SIGGRAPH 2006 Research posters
Making distance judgments in real and virtual environments: does order make a difference?
ACM SIGGRAPH 2006 Research posters
Egocentric Depth Judgments in Optical, See-Through Augmented Reality
IEEE Transactions on Visualization and Computer Graphics
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
Using NPR to evaluate perceptual shape cues in dynamic environments
Proceedings of the 5th international symposium on Non-photorealistic animation and rendering
Visual perception in design and robotics
Integrated Computer-Aided Engineering - Informatics in Control, Automation and Robotics
Proceedings of the 5th symposium on Applied perception in graphics and visualization
ACM Transactions on Applied Perception (TAP)
Distance perception in virtual environments: a closer look at the horizon and the error
Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization
Display size does not affect egocentric distance perception of naturalistic stimuli
Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization
Effects of scale change on distance perception in virtual environments
Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization
Blur in human vision and increased visual realism in virtual environments
ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part I
ACM Transactions on Applied Perception (TAP)
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Depth perception within peripersonal space using head-mounted display
Presence: Teleoperators and Virtual Environments
ACM Transactions on Applied Perception (TAP)
Stereoscopic egocentric distance perception: the impact of eye height and display devices
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 three experiments 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 to 60 ft and beyond. However, time-to-walk estimates were virtually identical across the two environments, particularly when people made real environment estimates first. 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 underestimated time to walk in both environments for distances of 60 to 80 ft and beyond. Again, their estimates were virtually identical in the real and virtual environment both with and without vision. Twelve-year-olds' time-to-walk estimates were also very similar across the two environments under both viewing conditions, but 10-year-olds exhibited greater underestimation in the virtual than in the real environment. A third experiment showed that adults' time-to-walk estimates were virtually identical to walking without vision. We conclude that distance perception may be better in virtual environments involving large-screen immersive displays than in those involving head-mounted displays (HMDS).