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The influence of room structure on the perceived direction of up in immersive visual displays

Published: 05 December 2005 Publication History

Abstract

VR environments utilize compelling visual displays in an effort to simulate these up directions. What factors in the visual display contribute to the up direction? In earlier work we examined the effect of a wide-field virtual environment on the perceived up direction under different simulations of tilt (rotation around the naso-occipital axis)[3] and pitch (rotation about the inter-aural axis)[4]. We found that visual cues can be used to manipulate the perceptual up directions for both pitch and tilt, but that this effect was limited to relatively small deviations (±35°) from the gravity and body defined up directions. Here we manipulate the nature of the visual display and demonstrate that even simple wire-frame visual displays and random textured surfaces contribute to the direction that users perceive as being 'up'.

References

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Bock, O., Effects of a tilted visual background on human sensory-motor coordination, Exp. Brain Res.115: 507--512, 1997.
[2]
Dyde, R., Jenkin, M., and Harris, L., Two simultaneous directions of up: the subjective visual vertical and the perceptual upright. Submitted for publication.
[3]
Jenkin, H. L. et al. In Virtual Reality, which way is up? Proc. ICAT, Tokyo, Japan, 2003.
[4]
Jenkin, H. L. et al. Pitching up in IVY. Proc. ICAT, Seoul, Korea, 2004.
[5]
Mamassian P, Goutcher R. Prior knowledge on the illumination position. Cognition 81: B1--B9, 2001.
[6]
Mittelstaedt, H. A new solution to the problem of subjective vertical. Naturwissenschaften 70: 272--281, 1983.
[7]
Robinson, M. et al. IVY: Basic design and construction details. Proc. ICAT, 2002.
[8]
Robinson, M. et al. IVY: The Immersive Visual environment at York. IPT Symposium, 2002.
  1. The influence of room structure on the perceived direction of up in immersive visual displays

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    cover image ACM Other conferences
    ICAT '05: Proceedings of the 2005 international conference on Augmented tele-existence
    December 2005
    291 pages
    ISBN:0473106574
    DOI:10.1145/1152399
    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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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 05 December 2005

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    Author Tags

    1. human perception
    2. human performance
    3. perceptual upright
    4. subjective visual vertical
    5. virtual reality

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    ICAT05
    ICAT05: The International Conference on Augmented Tele-Existence
    December 5 - 8, 2005
    Christchurch, New Zealand

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    ICAT '05 Paper Acceptance Rate 48 of 48 submissions, 100%;
    Overall Acceptance Rate 48 of 48 submissions, 100%

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