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The effects of virtual reality, augmented reality, and motion parallax on egocentric depth perception

Published: 09 August 2008 Publication History

Abstract

As the use of virtual and augmented reality applications becomes more common, the need to fully understand how observers perceive spatial relationships grows more critical. One of the key requirements in engineering a practical virtual or augmented reality system is accurately conveying depth and layout. This requirement has frequently been assessed by measuring judgments of egocentric depth. These assessments have shown that observers in virtual reality (VR) perceive virtual space as compressed relative to the real-world, resulting in systematic underestimations of egocentric depth. Previous work has indicated that similar effects may be present in augmented reality (AR) as well.
This paper reports an experiment that directly measured egocentric depth perception in both VR and AR conditions; it is believed to be the first experiment to directly compare these conditions in the same experimental framework. In addition to VR and AR, two control conditions were studied: viewing real-world objects, and viewing real-world objects through a head-mounted display. Finally, the presence and absence of motion parallax was crossed with all conditions. Like many previous studies, this one found that depth perception was underestimated in VR, although the magnitude of the effect was surprisingly low. The most interesting finding was that no underestimation was observed in AR.

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cover image ACM Conferences
APGV '08: Proceedings of the 5th symposium on Applied perception in graphics and visualization
August 2008
209 pages
ISBN:9781595939814
DOI:10.1145/1394281
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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Published: 09 August 2008

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Author Tags

  1. augmented reality
  2. depth perception
  3. motion parallax
  4. virtual reality

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  • (2025)Exploring the Intersection of Virtual Reality and Workplace Spirituality: A Human Resource Intervention to Improve Individual EffectivenessThe Future of HRM in a World of Persistent Virtual Reality10.1108/978-1-83662-110-220251010(215-247)Online publication date: 11-Mar-2025
  • (2024)Decline in Sensory Integration in Old Age and Its Related Functional Brain Connectivity Correlates Observed during a Virtual Reality TaskBrain Sciences10.3390/brainsci1408084014:8(840)Online publication date: 21-Aug-2024
  • (2024)Support Lines and Grids for Depth Ordering in Indoor Augmented Reality using Optical See-Through Head-Mounted DisplaysProceedings of the 2024 ACM Symposium on Spatial User Interaction10.1145/3677386.3682097(1-11)Online publication date: 7-Oct-2024
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  • (2024)Visual Perceptual Confidence: Exploring Discrepancies Between Self-reported and Actual Distance Perception In Virtual RealityIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.345616530:11(7245-7254)Online publication date: 1-Nov-2024
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