Head turn scaling below the threshold of perception in immersive virtual environments
Research output: Contributions to collected editions/works › Article in conference proceedings › Research › peer-review
Authors
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 language | English |
---|---|
Title of host publication | Proceedings - VRST 2016 : 22nd ACM Conference on Virtual Reality Software and Technology |
Editors | Stephen N. Spencer |
Number of pages | 10 |
Publisher | Association for Computing Machinery, Inc |
Publication date | 02.11.2016 |
Pages | 77-86 |
ISBN (electronic) | 9781450344913 |
DOIs | |
Publication status | Published - 02.11.2016 |
Event | 22nd ACM Conference on Virtual Reality Software and Technology - VRST 2016 - Munich, Germany Duration: 02.11.2016 → 04.11.2016 Conference number: 22 |
- Empirical study, Head tracking manipulation, Immersive virtual environments, Perception, Presence, Virtual reality
- Psychology