the effects of head-mounted display mechanics on distance judgments in virtual environments
DESCRIPTION
The Effects of Head-Mounted Display Mechanics on Distance Judgments in Virtual Environments. Cynthia S. Sahm, Sarah H Creem-Regehr, William B. Thompson and Peter Willemsen Department of Psychology and School of Computing University of Utah. Outline. Introduction Throwing vs. Walking - PowerPoint PPT PresentationTRANSCRIPT
The Effects of Head-Mounted Display Mechanics on Distance Judgments in Virtual Environments
Cynthia S. Sahm, Sarah H Creem-Regehr, William B. Thompson and Peter Willemsen
Department of Psychology and School of Computing
University of Utah
Outline Introduction Throwing vs. Walking The Problem Method Results Conclusion
Introduction Our distance perception in virtual
immersive environments is compressed
This paper attempts to give some insight into why that is
The study in this paper deals with absolute egocentric distance judgments in action space
Throwing vs. Walking as Indicators of Distance Perception Standard blind walking
Locomotion Egocentric updating of environment
with ones movement Can this influence the response
measure
Blind throwing View a target on the ground Attempt to throw a bean bag at
target while blindfolded
Been shown to be accurate in real world conditions
Experiment Subjects judge distances using
both throwing and blind walking in a virtual and a real environment
Distances 3, 4, 5 and 6 meters
Result
Conclusion Both methods show similar results
in both a real and a virtual environment
This suggests that distance compression is not caused by the specific response measure
Problem Distance judgments in virtually
immersive environments are compressed.
The quality of the rendered graphics does not explain this, Thompson et al.
Limited field of view does not explain this, Knapp and Loomis
Does the mechanical aspects of wearing a HMD explain this phenomenon?
Problem cont. How can a HMD affect distance
judgments? Mass
Weight Distribution
Moment of inertia Angle of declination
Method Three viewing conditions
Virtual world using a HMD Real world using a mock HMD Real world condition
Tested both direct and triangular walking
Method cont. 83 students (42 male, 41 female) Each subject experienced one of
six possible conditions Triangulated walking 5m, 10m, 15m Direct walking 4m, 6m, 8m
Each subject performed 15 trials (3 practice
Direct and Triangulated walking
Distance To target
Direction to target
Direction to apparent target
target
≈ 2.5m≈70º
target
Mock HMD Replica shell of nVisor SX HMD Mass of mock HMD was adjusted
using small weights
Mock HMD Location of center of mass
Point of balance when suspended from a string
Moments of inertia of the mock HMD Period of oscillation when attached to a
pendulum
Environments
Real World Virtual World
Procedure The authors did not address specific
instructions given to the subjects. Previous experiment instructions
Given written instructions Given a demonstration of the task in space
smaller than the actual experiment spatial layout Allowed to practice blind walking prior to
experiment Instructed to get a good image Allowed to rotate their head about their neck Not allowed to move their head from side to side
Result, direct walking
Result, triangulated walking
Mock HMD vs High Quality CG
High quality CG
Conclusion Mechanical aspects of wearing a
HMD does account for some of the distance compression experienced in virtual environments
HMD does not solely explain the compression
Questions?