On temporal-spatial realism in the virtual reality environment
UIST '91 Proceedings of the 4th annual ACM symposium on User interface software and technology
Disney's Aladdin: first steps toward storytelling in virtual reality
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Future Generation Computer Systems - Special double issue on virtual reality in industry and research
Alice: lessons learned from building a 3D system for novices
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Getting graphics in gear: graphics and dynamics in driving simulation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Validation and Verification of Virtual Environment Training Systems
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Presence: Teleoperators and Virtual Environments
Judging Perceived and Traversed Distance in Virtual Environments
Presence: Teleoperators and Virtual Environments
Perception of image motion during head movement
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
Editorial: Walking in real and virtual environments
ACM Transactions on Applied Perception (TAP)
Calibration of locomotion resulting from visual motion in a treadmill-based virtual environment
ACM Transactions on Applied Perception (TAP)
Step frequency and perceived self-motion
ACM Transactions on Applied Perception (TAP)
A feedback-controlled interface for treadmill locomotion in virtual environments
ACM Transactions on Applied Perception (TAP)
Analyses of human sensitivity to redirected walking
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)
Technical Section: Influence of the size of the field of view on motion perception
Computers and Graphics
Transitional environments enhance distance perception in immersive virtual reality systems
Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
SC'10 Proceedings of the 7th international conference on Spatial cognition
Exploring the usability of immersive interactive storytelling
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Going to town: Visualized perspectives and navigation through virtual environments
Computers in Human Behavior
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Studies of locomotion in virtual environments assume that correct geometric principles define the relationship between walking speed and environmental flow. However, we have observed that geometrically correct optic flow appears to be too slow during simulated locomotion on a treadmill, Experiment 1 documents the effect in a head-mounted display. Experiment 2 shows that the effect is eliminated when the gaze is directed downward or to the side, or when the walking speed is slow. Experiment 3 shows that the effect is unchanged by stride length, Experiment 4 verifies that the effect is not attributable to image jitter, The change in perceived speed from straight ahead to side or down gaze coincides with a shift from expanding optic flow to lamellar flow. Therefore, we hypothesize that lamellar flow is necessary for accurate speed perception, and that a limited field of view eliminates this cue during straight-ahead gaze.