2021
DOI: 10.1007/s10339-020-01011-4
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The effect of navigation method and visual display on distance perception in a large-scale virtual building

Abstract: Immersive virtual reality (VR) technology has become a popular method for fundamental and applied spatial cognition research. One challenge researchers face is emulating walking in a large-scale virtual space although the user is in fact in a small physical space. To address this, a variety of movement interfaces in VR have been proposed, from traditional joysticks to teleportation and omnidirectional treadmills. These movement methods tap into different mental processes of spatial learning during navigation, … Show more

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Cited by 16 publications
(5 citation statements)
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“…Second, this study is the first attempt to apply the theories on spatial perception (Baird, 1970; Foley, 1980; Li et al. , 2021; Montello, 1997; Watson and Enns, 2012) in social e-commerce contexts such as live streaming.…”
Section: Discussionmentioning
confidence: 99%
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“…Second, this study is the first attempt to apply the theories on spatial perception (Baird, 1970; Foley, 1980; Li et al. , 2021; Montello, 1997; Watson and Enns, 2012) in social e-commerce contexts such as live streaming.…”
Section: Discussionmentioning
confidence: 99%
“…Second, this study is the first attempt to apply the theories on spatial perception (Baird, 1970;Foley, 1980;Li et al, 2021;Montello, 1997;Watson and Enns, 2012) in social e-commerce contexts such as live streaming. We examine and distinguish the implications of perceived distance and perceived depth in live streaming environments.…”
Section: Implications Of Findingsmentioning
confidence: 99%
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“…-Control over studied variables: As orientation and mobility assume a critical role in navigation and wayfinding, it frequently introduces a dynamic observation point against a certain route, necessitating constant visual updating [4][5][6]. Various modes of interaction between an individual and the environment (e.g.…”
Section: Challengesmentioning
confidence: 99%
“…Difficulties with omnidirectional treadmills are that users can have balance problems when turning and, at the time of this writing, omnidirectional treadmills are significantly more expensive than head-mounted virtual reality systems (Hooks et al, 2020). Except for the expense, modern treadmills provide reasonable proxies for real walking in virtual environments (Li et al, 2021;Liang et al, 2018;Ruddle et al, 2011Ruddle et al, , 2013.…”
Section: Figurementioning
confidence: 99%