Distance judgments in virtual environments and Head-mounted Displays (HMD) systems are generally underestimated compared with judgments in the real world. Some visual depth cues may be absent or modified, according to the technology used. After a brief review of the literature pertaining to the representation of depth in Helmet-Mounted Displays, we explore two possible causes for the reduced distance perception in virtual environments: the increased interocular separation (or hyperstereopsis) and the reduction of the field of view. Some laboratory and training ground data are reported. The effective influence of each factor on space perception is discussed
People underestimate egocentric distances in head-mounted display virtual environments, as compared ...
technical reportSeveral studies from different research groups investigating perception of absolute,...
Virtual environments provide controllable, compelling, and immersive experiences to users and will l...
National audienceOne challenging human factors issue in Helmet-Mounted Displays is the alteration of...
International audienceViewing a scene on a screen display differs greatly from viewing it in the rea...
Stereoscopic displays can simulate the perception of depth information, potentially increasing human...
Abstract—Depth perception is one of the key issues in virtual reality. Many questions within this ar...
Modern helmet-mounted night vision devices, such as the Thales TopOwl helmet, project imagery from i...
Observers binocularly viewed a target placed in a large open field under two view-ing conditions: un...
In virtual environments that use head-mounted displays (HMD), distance judgments to targets on the g...
Can distance perception be studied using virtual reality (VR) if distances are systematically undere...
technical reportThree experiments examined the influence of field of view and binocular viewing rest...
In virtual environments, perceived egocentric distances are consistently underestimated when compare...
Many scientists have demonstrated that compared to the real world egocentric distances in head-mount...
INTRODUCTION. Despite impressive gains in computational and graphical power over the last decade, vi...
People underestimate egocentric distances in head-mounted display virtual environments, as compared ...
technical reportSeveral studies from different research groups investigating perception of absolute,...
Virtual environments provide controllable, compelling, and immersive experiences to users and will l...
National audienceOne challenging human factors issue in Helmet-Mounted Displays is the alteration of...
International audienceViewing a scene on a screen display differs greatly from viewing it in the rea...
Stereoscopic displays can simulate the perception of depth information, potentially increasing human...
Abstract—Depth perception is one of the key issues in virtual reality. Many questions within this ar...
Modern helmet-mounted night vision devices, such as the Thales TopOwl helmet, project imagery from i...
Observers binocularly viewed a target placed in a large open field under two view-ing conditions: un...
In virtual environments that use head-mounted displays (HMD), distance judgments to targets on the g...
Can distance perception be studied using virtual reality (VR) if distances are systematically undere...
technical reportThree experiments examined the influence of field of view and binocular viewing rest...
In virtual environments, perceived egocentric distances are consistently underestimated when compare...
Many scientists have demonstrated that compared to the real world egocentric distances in head-mount...
INTRODUCTION. Despite impressive gains in computational and graphical power over the last decade, vi...
People underestimate egocentric distances in head-mounted display virtual environments, as compared ...
technical reportSeveral studies from different research groups investigating perception of absolute,...
Virtual environments provide controllable, compelling, and immersive experiences to users and will l...