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Loomis Egocentric Distance Virtual Environments 2004

<p>Apr 28, 2011 11:46 AM &#160;PERCEPTION OF EGOCENTRIC DISTANCE

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Gogel's theory of phenomenal geometry

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key piece of interest to me is on page 4 (of 14) &#160;Presence in Virtual Environments

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Hold a photo of a mountain in your hand (i paraphrase).

there is "focal awareness" of the mountain &#160;and &#160;"subsidiary awareness" of the picture surface.

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they interfere. &#160;the mountain only appears to be of intermediate size.

ie there is a percept conflict btwn the depicted scene etc.

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easier to induce a perception of v large objects on a really big screen.

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also the surrounding "picture frame" &#160;reduces the perceived depth.

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<b>Virtual desktop systems that use conventional CRTs are like pictures and paintings</b>

in that the CRT surface is well localized in space by the observer.

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REstrictive aperture with monocular viewing or stereoscopic display reduces awareness of the display surface.

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CAVE technique.. &#160;in a cube of multiple screens ...

HMD = head mounted display. &#160;&#160;sense of immersion

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as noted in Loomis 1992 &#160;complete presence is tantamount...to complete focal awreness of the sim envir.

with NO subsidiary awareness of the virtual display.

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MEASURING PERCEIVED EGOCENTRIC DISTANCE

IN REAL ENVIRONMENTS

Visually perceived location and its constituents, perceived direction and perceived

egocentric distance, are aspects of conscious experience

use verbal report

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open loop... &#160;&#160;reach for object without sight of the hand; or walking to

a prev seen location.

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distance estimate... &#160;is it perception or is it what the user KNOWS. &#160;uncontaminated.

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ball throwing to target within a room;

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Perception of Very Large Scale... &#160;implications for the success of IMAX theaters etc.

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appears that the field of view of our head-mounted display is not the reason for underperception

of distance in our virtual environments. We have hypothesized that

the more likely reason is that <b>the rendering of the scenes used in our experiments</b>

<b>is lacking subtle but important visual cues (e.g., natural texture, and highlights)</b>.

Supporting our hypothesis are some informal observations we have made-real

environments, when viewed with our head-mounted display as it is driven by two

video cameras located at a fixed vantage point, appear much more realistic in

terms of distance and scale than our computer-synthesized virtual environments.

If this hypothesis were to be correct, it would mean that photorealistic rendering

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&#160;The second concerns phenomenology. Virtual environments that

look real in terms of scale will generally have a <b>much greater aesthetic, cognitive,

and emotional impact</b>. No truer is this than in connection with the rendering of

large-scale landscapes and objects. If virtual environment technology eventually

succeeds in evoking the same experience of immensity and awe that one feels

when viewing the<b> Grand Canyon or the Egyptian Pyramids in person,</b> it will have

achieved what large-screen projection techniques of today can only begin to elicit

at great expense.

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