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Stepping off a ledge in an HMD-based immersive virtual environment

Published: 22 August 2013 Publication History

Abstract

We explore whether a gender-matched, calibrated self-avatar affects the perception of the affordance of stepping off of a ledge, or visual cliff, in an immersive virtual environment. Visual cliffs form demonstrations in many immersive virtual environments because they create compelling environments. Understanding the role that self-avatars contribute to making such environments compelling is an important problem. We conducted an experiment to find the threshold at which subjects on a ledge in an immersive virtual environment would report that they could step gracefully off of the ledge without losing their balance, and compared the threshold height at which their decision changed under the condition of having and not having a self-avatar. The results show that people unrealistically say they can step off a ledge that is approximately 50% of their eyeheight without a self-avatar, and realistically about 25% of their eyeheight with a self-avatar.

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  • (2023)Empirically Evaluating the Effects of Eye Height and Self-Avatars on Dynamic Passability Affordances in Virtual Reality2023 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR55154.2023.00046(308-317)Online publication date: Mar-2023
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    cover image ACM Conferences
    SAP '13: Proceedings of the ACM Symposium on Applied Perception
    August 2013
    150 pages
    ISBN:9781450322621
    DOI:10.1145/2492494
    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 the author(s) 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: 22 August 2013

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    Author Tags

    1. head-mounted displays
    2. ledge height
    3. virtual avatar
    4. virtual environments
    5. virtual reality (VR)

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    SAP' 13
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    SAP' 13: ACM Symposium on Applied Perception 2013
    August 22 - 23, 2013
    Dublin, Ireland

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    SAP '13 Paper Acceptance Rate 22 of 54 submissions, 41%;
    Overall Acceptance Rate 43 of 94 submissions, 46%

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    Cited By

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    • (2023)Empirically Evaluating the Effects of Eye Height and Self-Avatars on Dynamic Passability Affordances in Virtual Reality2023 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR55154.2023.00046(308-317)Online publication date: Mar-2023
    • (2023)Can I Squeeze Through? Effects of Self-Avatars and Calibration in a Person-Plus-Virtual-Object System on Perceived Lateral Passability in VRIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.324706729:5(2348-2357)Online publication date: 1-May-2023
    • (2023)Young children can use their subjective straight-ahead to remap visuo-motor alterationsScientific Reports10.1038/s41598-023-33127-w13:1Online publication date: 20-Apr-2023
    • (2022)Did I Hit the Door? Effects of Self-Avatars and Calibration in a Person-Plus-Virtual-Object System on Perceived Frontal Passability in VRIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2021.308342328:12(4198-4210)Online publication date: 1-Dec-2022
    • (2022)Perceiving distance in virtual reality: theoretical insights from contemporary technologiesPhilosophical Transactions of the Royal Society B: Biological Sciences10.1098/rstb.2021.0456378:1869Online publication date: 13-Dec-2022
    • (2021)Gap Affordance Judgments in Mixed Reality: Testing the Role of Display Weight and Field of ViewFrontiers in Virtual Reality10.3389/frvir.2021.6546562Online publication date: 15-Mar-2021
    • (2021)Evidence for a Relationship Between Self-Avatar Fixations and Perceived Avatar Similarity within Low-Cost Virtual Reality Embodiment2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW52623.2021.00031(127-134)Online publication date: Mar-2021
    • (2021)The Effect of Feedback on Estimates of Reaching Ability in Virtual Reality2021 IEEE Virtual Reality and 3D User Interfaces (VR)10.1109/VR50410.2021.00107(798-806)Online publication date: Mar-2021
    • (2021)Evaluation of the impact of different levels of self-representation and body tracking on the sense of presence and embodiment in immersive VRVirtual Reality10.1007/s10055-021-00530-5Online publication date: 15-May-2021
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