BMCV '02 Proceedings of the Second International Workshop on Biologically Motivated Computer Vision
Generalized pattern searches with derivative information
Mathematical Programming: Series A and B
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
ACM Transactions on Applied Perception (TAP)
Distance Perception and the Visual Horizon in Head-Mounted Displays
ACM Transactions on Applied Perception (TAP)
Presence: Teleoperators and Virtual Environments
Cognitive transfer of spatial awareness states from immersive virtual environments to reality
ACM Transactions on Applied Perception (TAP)
Interaction between real and virtual humans during walking: perceptual evluation of a simple device
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
The effect of stereo and context on memory and awareness states in immersive virtual environments
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
Perceptually-motivated graphics, visualization and 3D displays
ACM SIGGRAPH 2010 Courses
CyberWalk: Enabling unconstrained omnidirectional walking through virtual environments
ACM Transactions on Applied Perception (TAP)
Perception in graphics, visualization, virtual environments and animation
SIGGRAPH Asia 2011 Courses
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Learning to walk in virtual reality
ACM Transactions on Applied Perception (TAP)
Walk with me: interactions in emotional walking situations, a pilot study
Proceedings of the ACM Symposium on Applied Perception
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Immersive virtual environments are a promising research tool for the study of perception and action, on the assumption that visual--motor behavior in virtual and real environments is essentially similar. We investigated this issue for locomotor behavior and tested the generality of Fajen and Warren's [2003] steering dynamics model. Participants walked to a stationary goal while avoiding a stationary obstacle in matched physical and virtual environments. There were small, but reliable, differences in locomotor paths, with a larger maximum deviation (Δ = 0.16 m), larger obstacle clearance (Δ = 0.16 m), and slower walking speed (Δ = 0.13 m/s) in the virtual environment. Separate model fits closely captured the mean virtual and physical paths (R2 0.98). Simulations implied that the path differences are not because of walking speed or a 50% distance compression in virtual environments, but might be a result of greater uncertainty about the egocentric location of virtual obstacles. On the other hand, paths had similar shapes in the two environments with no difference in median curvature and could be modeled with a single set of parameter values (R2 0.95). Fajen and Warren's original parameters successfully generalized to new virtual and physical object configurations (R2 0.95). These results justify the use of virtual environments to study locomotor behavior.