Abstract
Virtual reality is an immersive technology with potential uses that extend beyond entertainment and gaming. For example, VR could be leveraged for future use in courtrooms. There, VR could be utilized to transport a jury to the scene at issue in a legal matter (e.g., collision location, trip-and-fall site, occupational settings, etc.). For VR to be admitted in a courtroom as an unbiased demonstrative, it is likely that an expert would need to show that VR images represent a veridical depiction of the actual environment. The current studies examined how visual perception of slope for real-world terrain presented in VR compares to the perception of slope for the same terrain when experienced in-person, and via traditional photographs of the terrain (such as are currently used as courtroom demonstratives). Overall, participants’ perception of slope did not significantly differ across the three mediums, indicating that VR provides a faithful representation of slope magnitude, compared to judgments made at the physical site.
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Notes
- 1.
The first viewing location was approximately seven feet from the base of each slope. The second location was approximately 12 ft behind the first viewing location, the third location was 12 ft behind the second, and the final location was at an oblique angle to the face of the slope, approximately 25 ft to right (when facing the slope) of the third viewing location.
- 2.
One participant did not provide a response to this question.
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Acknowledgments
We wish to thank Alice Donnelly, Maya Toteva, and Adam Smith for their technical expertise and assistance with this project.
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Lester, B., Larson, R., Dosch, I., Fowler, G., Rauschenberger, R. (2021). Perception of Terrain Slope in Real and Virtual Environments. In: Cassenti, D., Scataglini, S., Rajulu, S., Wright, J. (eds) Advances in Simulation and Digital Human Modeling. AHFE 2020. Advances in Intelligent Systems and Computing, vol 1206. Springer, Cham. https://doi.org/10.1007/978-3-030-51064-0_26
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