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William B. Lathrop
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Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (2005) 14 (3): 249–263.
Published: 01 June 2005
Abstract
View articletitled, Acquiring Spatial Knowledge While Traveling Simple and Complex Paths with Immersive and Nonimmersive Interfaces
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for article titled, Acquiring Spatial Knowledge While Traveling Simple and Complex Paths with Immersive and Nonimmersive Interfaces
Exploration of virtual environments may be accomplished with different interface metaphors. Previous research suggests that vestibular and proprioceptive information provided by immersive interfaces facilitates spatial orientation on simple path-integration tasks. We examine whether these interface variables impact performance across paths of variable complexity. Our immersive interface provided all users the ability to conduct the search component of our task more efficiently. Our results, however, show that the immersive interface was no more effective than our nonimmersive one for maintaining orientation. In fact, the immersive interface had a negative impact on performance (absolute error) for individuals who had extensive experience with playing video games. When measured in terms of consistency of response, our results suggest that having extensive game-play experience will negatively impact orientation performance with both interfaces. We speculate that this is due to the conflicting nature of the skills that avid game players acquire in game-play versus those required to perform in our task.
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (2002) 11 (1): 19–32.
Published: 01 February 2002
Abstract
View articletitled, Perceived Orientation in Physical and Virtual Environments: Changes in Perceived Orientation as a Function of Idiothetic Information Available
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for article titled, Perceived Orientation in Physical and Virtual Environments: Changes in Perceived Orientation as a Function of Idiothetic Information Available
Two experiments examined perceived spatial orientation in a small environment as a function of experiencing that environment under three conditions: real-world, desktop-display (DD), and head-mounted display (HMD). Across the three conditions, participants acquired two targets located on a perimeter surrounding them, and attempted to remember the relative locations of the targets. Subsequently, participants were tested on how accurately and consistently they could point in the remembered direction of a previously seen target. Results showed that participants were significantly more consistent in the real-world and HMD conditions than in the DD condition. Further, it is shown that the advantages observed in the HMD and real-world conditions were not simply due to nonspatial response strategies. These results suggest that the additional idiothetic information afforded in the realworld and HMD conditions is useful for orientation purposes in our presented task domain. Our results are relevant to interface design issues concerning tasks that require spatial search, navigation, and visualization.