Comparing the Effects of Visual Realism on Size Perception in VR versus Real World Viewing through Physical and Verbal Judgments

Virtual Reality (VR) is well-known for its use in interdisciplinary applications and research. The visual representation of these applications could vary depending in their purpose and hardware limitation, and in those situations could require an accurate perception of size for task performance. How...

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Vydáno v:IEEE transactions on visualization and computer graphics Ročník 29; číslo 5; s. 2721 - 2731
Hlavní autoři: Wijayanto, Ignatius Alex, Babu, Sabarish V., Pagano, Christopher C., Chuang, Jung Hong
Médium: Journal Article
Jazyk:angličtina
Vydáno: United States IEEE 01.05.2023
The Institute of Electrical and Electronics Engineers, Inc. (IEEE)
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ISSN:1077-2626, 1941-0506, 1941-0506
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Shrnutí:Virtual Reality (VR) is well-known for its use in interdisciplinary applications and research. The visual representation of these applications could vary depending in their purpose and hardware limitation, and in those situations could require an accurate perception of size for task performance. However, the relationship between size perception and visual realism in VR has not yet been explored. In this contribution, we conducted an empirical evaluation using a between-subject design over four conditions of visual realism, namely Realistic, Local Lighting, Cartoon, and Sketch on size perception of target objects in the same virtual environment. Additionally, we gathered participants' size estimates in the real world via a within-subject session. We measured size perception using concurrent verbal reports and physical judgments. Our result showed that although participants' size perception was accurate in the realistic condition, surprisingly they could still tune into the invariant but meaningful information in the environment to accurately estimate the size of targets in the non-photorealistic conditions as well. We additionally found that size estimates in verbal and physical responses were generally different in real world and VR viewing and were moderated by trial presentation over time and target object widths.
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ISSN:1077-2626
1941-0506
1941-0506
DOI:10.1109/TVCG.2023.3247109