Publication

Does scaling player size skew one’s ability to correctly evaluate object sizes in a virtual environment?

Abstract

This paper presents the results of a study performed in order to evaluate whether a navigation technique, based on scaling the user’s avatar, impacts the user’s ability to correctly assess the size of virtual objects in a virtual environment. This study was realized during the CERN Open Days with data from 177 participants over eighteen years old. It allowed us to observe well-established phenomena, such as the impact of gender on susceptibility to motionsickness, as well as original results associated with scaling factor and avatar embodiment. We observed that the user is more prone to overestimate object sizes from the Virtual Environment when provided with an avatar, while scaling the Inter-Pupillary Distance according to the scale of the user contributes to a reduction in the overestimation of object sizes within the Virtual Environment.

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Related concepts (32)
Virtual reality
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry.
Evaluation strategy
In a programming language, an evaluation strategy is a set of rules for evaluating expressions. The term is often used to refer to the more specific notion of a parameter-passing strategy that defines the kind of value that is passed to the function for each parameter (the binding strategy) and whether to evaluate the parameters of a function call, and if so in what order (the evaluation order). The notion of reduction strategy is distinct, although some authors conflate the two terms and the definition of each term is not widely agreed upon.
Cave automatic virtual environment
A cave automatic virtual environment (better known by the recursive acronym CAVE) is an immersive virtual reality environment where projectors are directed to between three and six of the walls of a room-sized cube. The name is also a reference to the allegory of the Cave in Plato's Republic in which a philosopher contemplates perception, reality, and illusion. The CAVE was invented by Carolina Cruz-Neira, Daniel J. Sandin, and Thomas A. DeFanti at the University of Illinois, Chicago Electronic Visualization Laboratory in 1992.
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