Stereoscopic distance perception
Pictorial communication in virtual and real environments (2nd ed.)
Recent Advances in Augmented Reality
IEEE Computer Graphics and Applications
Presence: Teleoperators and Virtual Environments
Using texture maps to correct for optical distortion in head-mounted displays
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Resolving Multiple Occluded Layers in Augmented Reality
ISMAR '03 Proceedings of the 2nd IEEE/ACM International Symposium on Mixed and Augmented Reality
Augmented reality performance assessment battery (arpab): object recognition, distance estimation and size estimation using optical see-through head-worn displays
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
Distance perception in real and virtual environments
ACM Transactions on Applied Perception (TAP)
Distance Perception and the Visual Horizon in Head-Mounted Displays
ACM Transactions on Applied Perception (TAP)
Distance Perception in Immersive Virtual Environments, Revisited
VR '06 Proceedings of the IEEE conference on Virtual Reality
A Perceptual Matching Technique for Depth Judgments in Optical, See-Through Augmented Reality
VR '06 Proceedings of the IEEE conference on Virtual Reality
The influence of feedback on egocentric distance judgments in real and virtual environments
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
Minification influences spatial judgments in virtual environments
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Localization of a Time-Delayed, Monocular Virtual Object Superimposed on a Real Environment
Presence: Teleoperators and Virtual Environments
Proceedings of the 5th 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
pq-space based non-photorealistic rendering for augmented reality
MICCAI'07 Proceedings of the 10th international conference on Medical image computing and computer-assisted intervention
Depth judgment measures and occluding surfaces in near-field augmented reality
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Effects of scale change on distance perception in virtual environments
ACM Transactions on Applied Perception (TAP)
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception in Graphics and Visualization
Depth perception within peripersonal space using head-mounted display
Presence: Teleoperators and Virtual Environments
Proceedings of the ACM Symposium on Applied Perception
Optical illusion in augmented reality
Proceedings of the 18th ACM symposium on Virtual reality software and technology
The perception of egocentric distances in virtual environments - A review
ACM Computing Surveys (CSUR)
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A fundamental problem in optical, see-through augmented reality (AR) is characterizing how it affects the perception of spatial layout and depth. This problem is important because AR system developers need to both place graphics in arbitrary spatial relationships with real-world objects, and to know that users will perceive them in the same relationships. Furthermore, AR makes possible enhanced perceptual techniques that have no real-world equivalent, such as x-ray vision, where AR users are supposed to perceive graphics as being located behind opaque surfaces. This paper reviews and discusses protocols for measuring egocentric depth judgments in both virtual and augmented environments, and discusses the well-known problem of depth underestimation in virtual environments. It then describes two experiments that measured egocentric depth judgments in AR. Experiment I used a perceptual matching protocol to measure AR depth judgments at medium and far-field distances of 5 to 45 meters. The experiment studied the effects of upper versus lower visual field location, the x-ray vision condition, and practice on the task. The experimental findings include evidence for a switch in bias, from underestimating to overestimating the distance of AR-presented graphics, at \sim23 meters, as well as a quantification of how much more difficult the x-ray vision condition makes the task. Experiment II used blind walking and verbal report protocols to measure AR depth judgments at distances of 3 to 7 meters. The experiment examined real-world objects, real-world objects seen through the AR display, virtual objects, and combined real and virtual objects. The results give evidence that the egocentric depth of AR objects is underestimated at these distances, but to a lesser degree than has previously been found for most virtual reality environments. The results are consistent with previous studies that have implicated a restricted field-of-view, combined with an inability for observers to scan the ground plane in a near-to-far direction, as explanations for the observed depth underestimation.