Title | ||
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The influence of room structure on the perceived direction of up in immersive visual displays |
Abstract | ||
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VR environments utilize compelling visual displays in an effort to simulate these up directions. What factors in the visual display contribute to the up direction? In earlier work we examined the effect of a wide-field virtual environment on the perceived up direction under different simulations of tilt (rotation around the naso-occipital axis)[3] and pitch (rotation about the inter-aural axis)[4]. We found that visual cues can be used to manipulate the perceptual up directions for both pitch and tilt, but that this effect was limited to relatively small deviations (±35°) from the gravity and body defined up directions. Here we manipulate the nature of the visual display and demonstrate that even simple wire-frame visual displays and random textured surfaces contribute to the direction that users perceive as being 'up'. |
Year | DOI | Venue |
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2005 | 10.1145/1152399.1152459 | Proceedings of the 2005 international conference on Augmented tele-existence |
Keywords | DocType | ISBN |
visual cue,naso-occipital axis,inter-aural axis,immersive visual display,subjective visual vertical,different simulation,human performance,human perception,perceptual upright,virtual reality,vr environment,random textured surface,small deviation,visual display,compelling visual display,room structure,simple wire-frame visual display,virtual environment,visual cues | Conference | 0-473-10657-4 |
Citations | PageRank | References |
0 | 0.34 | 1 |
Authors | ||
4 |
Name | Order | Citations | PageRank |
---|---|---|---|
H. L. Jenkin | 1 | 45 | 5.73 |
R. T. Dyde | 2 | 0 | 0.34 |
M. R. Jenkin | 3 | 33 | 3.79 |
L. R. Harris | 4 | 15 | 1.50 |