相关论文: Effects of Clutter on Egocentric Distance Percepti…
Size and distance perception in Virtual Reality (VR) have been widely studied, albeit in a controlled laboratory setting with a small number of participants. We describe a fully remote perceptual study with a gamified protocol to encourage…
Virtual reality (VR) introduces sensory perturbations that may impact perception and action. The current study was designed to investigate how immersive VR presented through a head-mounted display (HMD) affects perceived functional body…
This research explores how different virtual work environments, differing in the type and amount of elements they include, impact users' flow, performance, emotional state, and preferences. Pre-study interviews were conducted to inform the…
Virtual reality (VR) allows users to see and manipulate virtual scenes and items through input devices, like head-mounted displays. In this study, the effects of button size, spacing, and depth on the usability of virtual buttons in VR…
This paper presents our work on relationship of evaluation results between virtual environment (VE) and realistic environment (RE) for assembling tasks. Evaluation results consist of subjective results (BPD and RPE) and objective results…
Foveation and focus cue are the two most discussed topics on vision in designing near-eye displays. Foveation reduces rendering load by omitting spatial details in the content that the peripheral vision cannot appreciate; Providing richer…
Virtual humans play a pivotal role in social virtual environments, shaping users' VR experiences. The diversity in available options and users' preferences can result in a heterogeneous mix of appearances among a group of virtual humans.…
Previous studies have proposed image-based clutter measures that correlate with human search times and/or eye movements. However, most models do not take into account the fact that the effects of clutter interact with the foveated nature of…
We proposed viewpoint-tolerant shared depth perception without individual tracking by leveraging human cognitive compensation in universally 3D rendered images on a wall-sized display. While traditional 3D perception-enabled display systems…
Virtual Reality headsets enable users to explore the environment by performing self-induced movements. The retinal velocity produced by such motion reduces the visual system's ability to resolve fine detail. We measured the impact of…
Augmented reality is projected to be a primary mode of information consumption on the go, seamlessly integrating virtual content into the physical world. However, the potential perceptual demands of viewing virtual annotations while…
The emotional response of users induced by VR scenarios has become a topic of interest, however, whether changing the size of objects in VR scenes induces different levels of anxiety remains a question to be studied. In this study, we…
Visual-vestibular conflicts (VVCs) are a primary contributor to visually induced motion sickness (VIMS) in head-mounted displays (HMDs). However, virtual reality (VR) comfort studies often rely on exposing seated or standing users to…
This paper focuses on vision-based pose estimation for multiple rigid objects placed in clutter, especially in cases involving occlusions and objects resting on each other. Progress has been achieved recently in object recognition given…
Visual perception plays a critical role in detecting changes within immersive Virtual Reality (VR) environments. However, as visual complexity increases, perceptual performance declines, making it more difficult to detect changes quickly…
Virtual reality (VR) is increasingly being used as a research platform for investigating human responses to environmental variables. While VR provides tremendous advantages in terms of variable isolation and manipulation, and ease of…
Near distances are overestimated in virtual reality, and far distances are underestimated, but an explanation for these distortions remains elusive. One potential concern is that whilst the eye rotates to look at the virtual scene, the…
We investigate the perception of visual variables on wall-sized tiled displays within an immersive environment. We designed and conducted two formal user studies focusing on elementary visualization reading tasks in VR. The first study…
Ensuring that robot navigation is safe and socially acceptable is crucial for comfortable human-robot interaction in shared environments. However, existing validation methods often rely on a bird's-eye (allocentric) perspective, which fails…
In the present change blindness study subjects explored stereoscopic three dimensional (3D) environments through a virtual reality (VR) headset. A novel method that tracked the subjects' head movements was used for inducing changes in the…