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

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

Standard

Head turn scaling below the threshold of perception in immersive virtual environments. / Westhoven, Martin; Paul, Dennis; Alexander, Thomas.
Proceedings - VRST 2016: 22nd ACM Conference on Virtual Reality Software and Technology. ed. / Stephen N. Spencer. Association for Computing Machinery, Inc, 2016. p. 77-86 (Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST; Vol. 02-04-November-2016).

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

Harvard

Westhoven, M, Paul, D & Alexander, T 2016, Head turn scaling below the threshold of perception in immersive virtual environments. in SN Spencer (ed.), Proceedings - VRST 2016: 22nd ACM Conference on Virtual Reality Software and Technology. Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST, vol. 02-04-November-2016, Association for Computing Machinery, Inc, pp. 77-86, 22nd ACM Conference on Virtual Reality Software and Technology - VRST 2016, Munich, Germany, 02.11.16. https://doi.org/10.1145/2993369.2993385

APA

Westhoven, M., Paul, D., & Alexander, T. (2016). Head turn scaling below the threshold of perception in immersive virtual environments. In S. N. Spencer (Ed.), Proceedings - VRST 2016: 22nd ACM Conference on Virtual Reality Software and Technology (pp. 77-86). (Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST; Vol. 02-04-November-2016). Association for Computing Machinery, Inc. https://doi.org/10.1145/2993369.2993385

Vancouver

Westhoven M, Paul D, Alexander T. Head turn scaling below the threshold of perception in immersive virtual environments. In Spencer SN, editor, Proceedings - VRST 2016: 22nd ACM Conference on Virtual Reality Software and Technology. Association for Computing Machinery, Inc. 2016. p. 77-86. (Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST). doi: 10.1145/2993369.2993385

Bibtex

@inbook{c1509c64b23d4ecdaf7d65848b3f211c,
title = "Head turn scaling below the threshold of perception in immersive virtual environments",
abstract = "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.",
keywords = "Empirical study, Head tracking manipulation, Immersive virtual environments, Perception, Presence, Virtual reality, Psychology",
author = "Martin Westhoven and Dennis Paul and Thomas Alexander",
year = "2016",
month = nov,
day = "2",
doi = "10.1145/2993369.2993385",
language = "English",
series = "Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST",
publisher = "Association for Computing Machinery, Inc",
pages = "77--86",
editor = "Spencer, {Stephen N.}",
booktitle = "Proceedings - VRST 2016",
address = "United States",
note = "22nd ACM Conference on Virtual Reality Software and Technology - VRST 2016, VRST2016 ; Conference date: 02-11-2016 Through 04-11-2016",

}

RIS

TY - CHAP

T1 - Head turn scaling below the threshold of perception in immersive virtual environments

AU - Westhoven, Martin

AU - Paul, Dennis

AU - Alexander, Thomas

N1 - Conference code: 22

PY - 2016/11/2

Y1 - 2016/11/2

N2 - 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.

AB - 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.

KW - Empirical study

KW - Head tracking manipulation

KW - Immersive virtual environments

KW - Perception

KW - Presence

KW - Virtual reality

KW - Psychology

UR - http://www.scopus.com/inward/record.url?scp=84998679656&partnerID=8YFLogxK

U2 - 10.1145/2993369.2993385

DO - 10.1145/2993369.2993385

M3 - Article in conference proceedings

AN - SCOPUS:84998679656

T3 - Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST

SP - 77

EP - 86

BT - Proceedings - VRST 2016

A2 - Spencer, Stephen N.

PB - Association for Computing Machinery, Inc

T2 - 22nd ACM Conference on Virtual Reality Software and Technology - VRST 2016

Y2 - 2 November 2016 through 4 November 2016

ER -

DOI

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