The effects of viewpoint on the virtual space of pictures
Pictorial communication in virtual and real environments
A computational model for the stereoscopic optics of a head-mounted display
Presence: Teleoperators and Virtual Environments - Premier issue
Pictorial communication in virtual and real environments (2nd ed.)
Pictorial communication in virtual and real environments (2nd ed.)
Plenoptic modeling: an image-based rendering system
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
The Cognitive Brain
Minification influences spatial judgments in virtual environments
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
Presence and the utility of audio spatialization
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Functional similarities in spatial representations between real and virtual environments
ACM Transactions on Applied Perception (TAP)
Presence: Teleoperators and Virtual Environments
Judgment of natural perspective projections in head-mounted display environments
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
3d object selection for hand-held auto-stereoscopic display
Proceedings of the 10th asia pacific conference on Computer human interaction
Hi-index | 0.00 |
This research stems from the casual observation that the image of a television screen with 18° geometric ®eld of view (FOVg) as seen on a real television with 17° real FOV appears much “nearer” than the real televisionas much as 98% closer. Does the image appear “nearer” because the distance to the real television is misjudged or is a mental model of a virtual subjective self-location created? Either way, all the projective mapping in the world, whether only in the z plane or in all x, y, and z planes, is irrelevant to explain this powerful perceptual or cognitive effect that the neglected variable of FOV has on self-location in virtual space. Accurate perception of the scene and precise self-location in virtual environments is the goal of accurate perspective geometries, scene computation, and helmet-mounted display (HMD) optics. Yet, as research has already clearly shown, accurate geometric projection is no guarantee of accurate perception: for instance, images viewed exactly at their proper projection points have repeatedly been seen at distorted distances or inaccurate directions. In addition to precise engineering, it is important to understand the psychology of selflocation, also called egocenters, to obtain an understanding of virtual space. A new theory, Cognitive Frame Theory, is proposed to deal with cognitive modi®cations of perception in a way that emphasizes the importance of self-location. Cognitive Frame Theory builds on the phenomenal geometry underlying self-location perceptions: the localization of objects in space requires a combination of perceived distance, perceived direction, and the perception of the position or motion of the self. A fundamentally novel component of the theory suggests that observers use their natural ®elds of view of 120° vertical by 180° horizontal as the primary standard for interpreting visual displays and their self-location in the space of those displays.