Head turn scaling below the threshold of perception in immersive virtual environments

Research output: Contributions to collected editions/worksArticle in conference proceedingsResearchpeer-review

Authors

  • Martin Westhoven
  • Dennis Paul
  • Thomas Alexander

Immersive virtual environments allow to experience presence, the feeling of being present in a virtual environment. When accessing virtual reality with virtual reality goggles, head tracking is used to update the virtual viewpoint according to the user's head movement. While typically used unmodified, the extent to which the virtual viewpoint follows the real head motion can be scaled. In this paper, the effect of scaling below the threshold of perception on presence during a target acquisition task was studied. It was assumed, that presence is reduced when head motion is scaled. No effect on presence, simulator sickness and performance was found. A significant effect on physical task load was found. The results yield information for further work and for the required verification of the used concept of presence. It can be assumed, that load can be modified by the scaling without significantly influencing the quality of presence.

Original languageEnglish
Title of host publicationProceedings - VRST 2016 : 22nd ACM Conference on Virtual Reality Software and Technology
EditorsStephen N. Spencer
Number of pages10
PublisherAssociation for Computing Machinery, Inc
Publication date02.11.2016
Pages77-86
ISBN (Electronic)9781450344913
DOIs
Publication statusPublished - 02.11.2016
Event22nd ACM Conference on Virtual Reality Software and Technology - VRST 2016 - Munich, Germany
Duration: 02.11.201604.11.2016
Conference number: 22

    Research areas

  • Empirical study, Head tracking manipulation, Immersive virtual environments, Perception, Presence, Virtual reality
  • Psychology

DOI