2017 IEEE Symposium on 3D User Interfaces (3DUI) 2017
DOI: 10.1109/3dui.2017.7893321
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Evaluating perceived distance measures in room-scale spaces using consumer-grade head mounted displays

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Cited by 36 publications
(28 citation statements)
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“…Although recent research has found some evidence of improved distance estimation performance with newer HMDs [e.g. Young et al 2014], we are unaware of any non-photorealistic virtual reality scenario in which significant distance underestimation has not been observed [Peer and Ponto 2017].…”
Section: Introductionmentioning
confidence: 83%
“…Although recent research has found some evidence of improved distance estimation performance with newer HMDs [e.g. Young et al 2014], we are unaware of any non-photorealistic virtual reality scenario in which significant distance underestimation has not been observed [Peer and Ponto 2017].…”
Section: Introductionmentioning
confidence: 83%
“…It is notable that of the studies reviewed here, this study is the only one to have used a modern consumer-oriented VR device (Oculus Rift DK2). Since these devices have become extremely popular for VR research in recent times (Peer and Ponto, 2017), it is likely that studies on the presence-CS relationship in the coming years will use this device or a similar one, thus reducing much of the inter-experiment variability that is attributable to different display conditions.…”
Section: Evidence Of a Presence-cybersickness Relationshipmentioning
confidence: 99%
“…It should also be noted that a diverse variety of VR technology has been used in the studies reported above, spanning from older display devices (e.g., Division dVisor, Fakespace BOOM2C) to more recent consumer headsets (Oculus Rift DK2). Modern VR devices such as HTC Vive and Oculus Rift CV1 are more similar to one another with respect to many characteristics (field-of-view, refresh rate, tracking latency) than were older systems (Peer and Ponto, 2017). Another limitation of the existing literature is a severe underreporting of the input techniques adopted for environmental navigation and interaction.…”
Section: Evidence Of a Presence-cybersickness Relationshipmentioning
confidence: 99%
“…Allowing users to perceive space accurately in a virtual environment has been considered an important aspect of VR technologies and applications [1]. Spatial misperception can affect "task performance, quality of experience, and acceptance of VR" ( [2], p.83) Researchers in the spatial perception field are interested in such capabilities of VR applications and relevant technologies [3][4][5]. The space around people's bodies can be divided into peripersonal space (reachable by hands, generally within one meter) and extrapersonal space (space beyond one meter around a person) [6].…”
Section: Spatial Perception In Virtual Environmentmentioning
confidence: 99%