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Sensitivity to scene motion for phases of head yaws

Published: 09 August 2008 Publication History

Abstract

In order to better understand how scene motion is perceived in immersive virtual environments and to provide guidelines for designing more useable systems, we measured sensitivity to scene motion for different phases of quasi-sinusoidal head yaw motions. We measured and compared scene-velocity thresholds for nine subjects across three conditions: visible <u>W</u>ith head rotation (W) where the scene is presented during the center part of sinusoidal head yaws and the scene moves in the same direction the head is rotating, visible <u>A</u>gainst head rotation (A) where the scene is presented during the center part of sinusoidal head yaws and the scene moves in the opposite direction the head is rotating, and visible at the <u>E</u>dge of head rotation (E) where the scene is presented at the extreme of sinusoidal head yaws and the scene moves during the time that head direction changes.
The W condition had a significantly higher threshold (decreased sensitivity) than both the E and A conditions. The median threshold for the W condition was 2.1 times the A condition and 1.5 times the E condition. We did not find a significant difference between the E and A conditions, although there was a trend for the A thresholds to be less than the E thresholds. An Equivalence Test showed the A and E thresholds to be statistically equivalent.
Our results suggest the phase of user's head yaw should be taken into account when inserting additional scene motion into immersive virtual environments if one does not want users to perceive that motion. In particular, there is much more latitude for artificially and imperceptibly rotating a scene, as in Razzaque's redirecting walking technique, in the same direction of head yaw than against the direction of yaw.
The implications for maximum end-to-end latency in a head-mounted display is that users are less likely to notice latency when beginning a head yaw (when the scene moves with the head) than when slowing down a head yaw (when the scene moves against the head) or when changing head direction (when the head is near still and scene motion due to latency is maximized).

References

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  • (2023)A Study on Multi-User Interaction-based Redirected WalkingProceedings of the 2023 ACM Symposium on Spatial User Interaction10.1145/3607822.3614531(1-11)Online publication date: 13-Oct-2023
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cover image ACM Conferences
APGV '08: Proceedings of the 5th symposium on Applied perception in graphics and visualization
August 2008
209 pages
ISBN:9781595939814
DOI:10.1145/1394281
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 09 August 2008

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Author Tags

  1. human factors
  2. immersive virtual environments
  3. latency
  4. motion perception
  5. psychophysics
  6. reorientation techniques

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  • (2024)Redirected Walking in Virtual RealityEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_253(1549-1559)Online publication date: 5-Jan-2024
  • (2023)A Study on Multi-User Interaction-based Redirected WalkingProceedings of the 2023 ACM Symposium on Spatial User Interaction10.1145/3607822.3614531(1-11)Online publication date: 13-Oct-2023
  • (2023)On Rotation Gains Within and Beyond Perceptual Limitations for Seated VRIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2022.315979929:7(3380-3391)Online publication date: 1-Jul-2023
  • (2023)Impact of Alignment Edits on the Quality of Experience of 360° VideosIEEE Access10.1109/ACCESS.2023.331934611(108475-108492)Online publication date: 2023
  • (2022)Perception-Based Pseudo-Motion Response for 360-Degree Video StreamingIEEE Signal Processing Letters10.1109/LSP.2022.320527229(1973-1977)Online publication date: 2022
  • (2021)Studying the Influence of Translational and Rotational Motion on the Perception of Rotation Gains in Virtual EnvironmentsProceedings of the 2021 ACM Symposium on Spatial User Interaction10.1145/3485279.3485282(1-12)Online publication date: 9-Nov-2021
  • (2021)Estimation of Human Sensitivity for Curvature Gain of Redirected Walking TechnologyProceedings of the 23rd International Conference on Mobile Human-Computer Interaction10.1145/3447526.3472018(1-12)Online publication date: 27-Sep-2021
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  • (2020)Telewalk: Towards Free and Endless Walking in Room-Scale Virtual RealityProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376821(1-9)Online publication date: 21-Apr-2020
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