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Jack M. Loomis
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Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (2016) 25 (2): 169–174.
Published: 01 November 2016
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (2004) 13 (5): 572–577.
Published: 01 October 2004
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Observers binocularly viewed a target placed in a large open field under two viewing conditions: unrestricted field of view and reduced field of view, as effected using a simulated head-mounted display. Observers indicated the perceived distance of the target, which ranged from 2 to 15 m, using both verbal report and blind walking. For neither response was there a reliable effect of limiting the field of view on the perception of distance. This result indicates that the significant underperception of distance observed in several studies on distance perception in virtual environments is not caused by the limited field of view of the head-mounted display.
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (2004) 13 (5): 560–571.
Published: 01 October 2004
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In the real world, people are quite accurate in judging distances to locations in the environment, at least for targets resting on the ground plane and distances out to about 20 m. Distance judgments in visually immersive environments are much less accurate. Several studies have now shown that in visually immersive environments, the world appears significantly smaller than intended. This study investigates whether or not the compression in apparent distances is the result of the low-quality computer graphics utilized in previous investigations. Visually directed triangulated walking was used to assess distance judgments in the real world and in three virtual environments with graphical renderings of varying quality.
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (2004) 13 (4): 442–450.
Published: 01 August 2004
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When people have visual access to the same space, judgments of this shared visual space (shared vista) can facilitate communication and collaboration. This study establishes baseline performance on a shared vista task in real environments and draws comparisons with performance in visually immersive virtual environments. Participants indicated which parts of the scene were visible to an assistant or avatar (simulated person used in virtual environments) and which parts were occluded by a nearby building. Errors increased with increasing distance between the participant and the assistant out to 15 m, and error patterns were similar between real and virtual environments. This similarity is especially interesting given recent reports that environmental geometry is perceived differently in virtual environments than in real environments.
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (2001) 10 (6): 583–598.
Published: 01 December 2001
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During the last half of the twentieth century, psychologists and anthropologists have studied proxemics, or spacing behavior, among people in many contexts. As we enter the twenty-first century, immersive virtual environment technology promises new experimental venues in which researchers can study proxemics. Immersive virtual environments provide realistic and compelling experimental settings without sacrificing experimental control. The experiment reported here tested Argyle and Dean's (1965) equilibrium theory's specification of an inverse relationship between mutual gaze, a nonverbal cue signaling intimacy, and interpersonal distance. Participants were immersed in a three-dimensional virtual room in which a virtual human representation (that is, an embodied agent) stood. Under the guise of a memory task, participants walked towards and around the agent. Distance between the participant and agent was tracked automatically via our immersive virtual environment system. All participants maintained more space around agents than they did around similarly sized and shaped but nonhuman-like objects. Female participants maintained more interpersonal distance between themselves and agents who engaged them in eye contact (that is, mutual gaze behavior) than between themselves and agents who did not engage them in eye contact, whereas male participants did not. Implications are discussed for the study of proxemics via immersive virtual environment technology, as well as the design of virtual environments and virtual humans.
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (1998) 7 (2): 168–178.
Published: 01 April 1998
Abstract
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In two experiments, subjects traveled through virtual mazes, encountering target objects along the way. Their task was to indicate the direction to these target objects from a terminal location in the maze (from which the objects could no longer be seen). Subjects controlled their motion through the mazes using three locomotion modes. In the Walk mode, subjects walked normally in the experimental room. For each subject, body position and heading were tracked, and the tracking information was used to continuously update the visual imagery presented to the subjects on a head-mounted display. This process created the impression of immersion in the experimental maze. In the Visual Turn mode subjects moved through the environment using a joystick to control their turning. The only sensory information subjects received about rotation and translation was that provided by the computer-generated imagery. The Real Turn mode was midway between the other two modes, in that subjects physically turned in place to steer while translating in the virtual maze; thus translation through the maze was signaled only by the computer-generated imagery, whereas rotations were signaled by the imagery as well as by proprioceptive and vestibular information. The dependent measure in the experiment was the absolute error of the subject's directional estimate to each target from the terminal location. Performance in the Walk mode was significantly better than in the Visual Turn mode but other trends were not significant. A secondary finding was that the degree of motion sickness depended upon locomotion mode, with the lowest incidence occurring in the Walk mode. Both findings suggest the advisability of having subjects explore virtual environments using real rotations and translations in tasks involving spatial orientation.
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (1998) 7 (2): 193–203.
Published: 01 April 1998
Abstract
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The research we are reporting here is part of our effort to develop a navigation system for the blind. Our long-term goal is to create a portable, self-contained system that will allow visually impaired individuals to travel through familiar and unfamiliar environments without the assistance of guides. The system, as it exists now, consists of the following functional components: (1) a module for determining the traveler's position and orientation in space, (2) a Geographic Information System comprising a detailed database of our test site and software for route planning and for obtaining information from the database, and (3) the user interface. The experiment reported here is concerned with one function of the navigation system: guiding the traveler along a predefined route. We evaluate guidance performance as a function of four different display modes: one involving spatialized sound from a virtual acoustic display, and three involving verbal commands issued by a synthetic speech display. The virtual display mode fared best in terms of both guidance performance and user preferences.
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (1992) 1 (1): 113–119.
Published: 01 February 1992