2020
DOI: 10.3758/s13428-019-01336-9
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Size and shape constancy in consumer virtual reality

Abstract: With the increase in popularity of consumer virtual reality headsets, for research and other applications, it is important to understand the accuracy of 3D perception in VR. We investigated the perceptual accuracy of near-field virtual distances using a size and shape constancy task, in two commercially available devices. Participants wore either the HTC Vive or the Oculus Rift and adjusted the size of a virtual stimulus to match the geometric qualities (size and depth) of a physical stimulus they were able to… Show more

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Cited by 18 publications
(18 citation statements)
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References 54 publications
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“…Another factor whose effect was tested in distance perception in VEs is whether participants put on glasses. For instance, Hornsey et al (2020) have applied a comparative approach to test the perception accuracy in terms of size and shape consistency with two different VR headsets. The reason to choose two glasses was to test consistency between the two headsets.…”
Section: Factors Affecting Perception In Virtual Realitymentioning
confidence: 99%
“…Another factor whose effect was tested in distance perception in VEs is whether participants put on glasses. For instance, Hornsey et al (2020) have applied a comparative approach to test the perception accuracy in terms of size and shape consistency with two different VR headsets. The reason to choose two glasses was to test consistency between the two headsets.…”
Section: Factors Affecting Perception In Virtual Realitymentioning
confidence: 99%
“…Presenting a virtual space that can be accurately perceived by human eyes is important for VR applications to be more immersive and useful. In contrast to the somewhat contradictory results about depth and size perception in the real world, research on egocentric depth perception in VR has, in general, found a tendency of depth underestimation [61] and size underconstancy [29,37]. In a study replicating the real-world experiment of Lappin et al [42] in a virtual setting [3], participants placed the perceived mid-points closer than the true mid-points, in contrast to the antiforeshortening effect observed by Lappin et al in the real-world setting.…”
Section: Perception Studies In Immersive Vrmentioning
confidence: 69%
“…In real-world usage, users utilize diverse VR setups, and are typically untrained in proper IPD adjustment-adjusting IPD and HMD position for comfort, rather than physical accuracy. Recently, Hornsey et al [29] reported encouraging results on a size and shape constancy task where a) two different devices, Oculus Rift and HTC Vive, were utilized and b) IPD was not adjusted or controlled for. However, the results were still conducted in a laboratory setting, requiring significant investment of experimenter and participant time and effort.…”
mentioning
confidence: 99%
“…Many studies indicate that distance estimation biases depend on the distance from the body in VEs: overestimation occurs in the near space and underestimation in the far space (Loomis et al, 2003;Renner et al, 2013). For example, a recent study found an underestimation bias starting at a distance of 30-40 cm from the body in a multisensory matching task (Hornsey et al, 2020). Usually, however, the distinction between "near space" and "far space" is based on the definition of a "reachable" versus an "out of reach" distance (Berti and Frassinetti, 2000;Gamberini et al, 2008;Linkenauger et al, 2015), and, therefore, it is surprising that the virtual hands and objects presented in the current experiments were not influenced by the distance factor; since an object 50 cm away from the viewer is still reachable, both locations in the current experiment (20 and 50 cm) were within the participants' "near space."…”
Section: Underestimation Of the Virtual Handmentioning
confidence: 99%
“…However, the concern remains that there is a subjective underestimation of object size in virtual worlds (Thompson et al, 2004). Although recent consumer VR devices have been shown to provide great accuracy even for experimental purposes (Hornsey et al, 2020), it has not yet been confirmed how the perception of the size of one's own body parts differs between physical environments (PEs) and immersive VEs created by a current-generation consumer device (cf., Bhargava et al, 2021). To interact with virtual objects from a natural firstperson perspective, virtual hands are especially important.…”
Section: Introductionmentioning
confidence: 99%