Effects of Brightness on Distance Judgments in Head Mounted Displays

Author(s):  
Fan Ding ◽  
Soheil Sepahyar ◽  
Scott Kuhl
2008 ◽  
Vol 17 (1) ◽  
pp. 91-101 ◽  
Author(s):  
Peter Willemsen ◽  
Amy A. Gooch ◽  
William B. Thompson ◽  
Sarah H. Creem-Regehr

Several studies from different research groups investigating perception of absolute, egocentric distances in virtual environments have reported a compression of the intended size of the virtual space. One potential explanation for the compression is that inaccuracies and cue conflicts involving stereo viewing conditions in head mounted displays result in an inaccurate absolute scaling of the virtual world. We manipulate stereo viewing conditions in a head mounted display and show the effects of using both measured and fixed inter-pupilary distances, as well as bi-ocular and monocular viewing of graphics, on absolute distance judgments. Our results indicate that the amount of compression of distance judgments is unaffected by these manipulations. The equivalent performance with stereo, bi-ocular, and monocular viewing suggests that the limitations on the presentation of stereo imagery that are inherent in head mounted displays are likely not the source of distance compression reported in previous virtual environment studies.


2012 ◽  
Vol 9 (3) ◽  
pp. 1-13 ◽  
Author(s):  
Ruimin Zhang ◽  
Anthony Nordman ◽  
James Walker ◽  
Scott A. Kuhl

2006 ◽  
Author(s):  
Frank L. Kooi ◽  
Piet Bijl ◽  
Pieter Padmos

2021 ◽  
Author(s):  
Polona Caserman ◽  
Augusto Garcia-Agundez ◽  
Alvar Gámez Zerban ◽  
Stefan Göbel

AbstractCybersickness (CS) is a term used to refer to symptoms, such as nausea, headache, and dizziness that users experience during or after virtual reality immersion. Initially discovered in flight simulators, commercial virtual reality (VR) head-mounted displays (HMD) of the current generation also seem to cause CS, albeit in a different manner and severity. The goal of this work is to summarize recent literature on CS with modern HMDs, to determine the specificities and profile of immersive VR-caused CS, and to provide an outlook for future research areas. A systematic review was performed on the databases IEEE Xplore, PubMed, ACM, and Scopus from 2013 to 2019 and 49 publications were selected. A summarized text states how different VR HMDs impact CS, how the nature of movement in VR HMDs contributes to CS, and how we can use biosensors to detect CS. The results of the meta-analysis show that although current-generation VR HMDs cause significantly less CS ($$p<0.001$$ p < 0.001 ), some symptoms remain as intense. Further results show that the nature of movement and, in particular, sensory mismatch as well as perceived motion have been the leading cause of CS. We suggest an outlook on future research, including the use of galvanic skin response to evaluate CS in combination with the golden standard (Simulator Sickness Questionnaire, SSQ) as well as an update on the subjective evaluation scores of the SSQ.


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