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
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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/works › Article in conference proceedings › Research › peer-review
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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 -