Underestimation of egocentric distances in immersive virtual environments using various head-mounted displays (HMDs) has been a puzzling topic of research interest for several years. As more commodity-level systems become available to developers, it is important to test the variation of underestimation in each system since reasons for underestimation remain elusive. In this article, we examine several different systems in two experiments and comparatively evaluate how much users underestimate distances in each one. To observe distance estimation behavior, a standard indirect blind walking task was used. An Oculus Rift DK1, weighted Oculus Rift DK1, Oculus Rift DK1 with an artificially restricted field of view, Nvis SX60, Nvis SX111, Oculus Rift DK2, Oculus Rift consumer version (CV1), and HTC Vive were tested. The weighted and restricted field of view HMDs were evaluated to determine the effect of these factors on distance underestimation; the other systems were evaluated because they are popular systems that are widely available. We found that weight and field of view restrictions heightened underestimation in the Rift DK1. Results from these conditions were comparable to the Nvis SX60 and SX111. The Oculus Rift DK1 and CV1 possessed the least amount of distance underestimation, but in general, commodity-level HMDs provided more accurate estimates of distance than the prior generation of HMDs.
Self-disturbances such as an anomalous perception of one’s own body boundary are central to the phenomenology of schizophrenia (SZ), but measuring the spatial parameters of the hypothesized self–other boundary has proved to be challenging. Peripersonal space (PPS) refers to the immediate zone surrounding the body where the self interacts physically with the environment; the space that corresponds to hypothesized self–other boundary. PPS is represented by enhanced multisensory integration and faster reaction time (RT) for objects near the body. Thus, multisensory RT tasks can be used to estimate self–other boundary. We aimed to quantify PPS in SZ using an immersive virtual reality visuotactile RT paradigm. Twenty-four participants with SZ and 24 demographically matched controls (CO) were asked to detect tactile vibration while watching a ball approaching them, thrown by either a machine (nonsocial condition) or an avatar (social condition). Parameters of PPS were estimated from the midpoint of the spatial range where the tactile RT decreased most rapidly (size) and the gradient of the RT change at this midpoint (slope). Overall, PPS was smaller in participants with SZ compared with CO. PPS slope for participants with SZ was shallower than CO in the social but not in nonsocial condition, indicating an increased uncertainty of self–other boundary across an extended zone in SZ. Social condition also increased false alarms for tactile detection in SZ. Clinical symptoms were not clearly associated with PPS parameters. These findings suggest the context-dependent nature of weakened body boundary in SZ and underscore the importance of reconciliating objective and subjective aspects of self-disturbances.
Spatial perception in immersive virtual environments, particularly regarding distance perception, is a well-studied topic in virtual reality literature. Distance compression, or the underestimation of distances, is and has been historically prevalent in all virtual reality systems. The problem of distance compression still remains open, but recent advancements have shown that as systems have developed, the level of distance compression has decreased. Here, we add evidence to this trend by beginning the assessment of distance compression in the HTC Vive Pro. To our knowledge, there are no archival results that report any findings about distance compression in this system. Using a familiar paradigm for studying distance compression in virtual reality hardware, we asked users to blind walk to a target object placed in a virtual environment and assessed their judgments based on those distances. We find that distance compression in the HTC Vive Pro mirrors that of the HTC Vive. Our results are not particularly surprising, considering the nature of the differences between the two systems, but they lend credence to the finding that resolution does not affect distance compression. More extensive study should be performed to reinforce these results.
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