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Lee Anderson

dblp:67/767 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2008
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3Human-computer interaction and ubiquitous computing · 2

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › depth perception
depth perception in virtual reality
0.122007
Elucidating Factors that can Facilitate Veridical Spatial Perception in Immersive Virtual Environments · VR 2007
Distance Perception in Immersive Virtual Environments, Revisited · VR 2006
Immersive interaction › virtual reality
presence
0.012007
Elucidating Factors that can Facilitate Veridical Spatial Perception in Immersive Virtual Environments · VR 2007
Immersive interaction
head-mounted display
0.012006
Distance Perception in Immersive Virtual Environments, Revisited · VR 2006
YearPublicationVenuePosition
2008 The effect of self-embodiment on distance perception in immersive virtual environments
abstract
Previous research has shown that egocentric distance estimation suffers from compression in virtual environments when viewed through head mounted displays. Though many possible variables and factors have been investigated, the source of the compression is yet to be fully realized. Recent experiments have hinted in the direction of an unsatisfied feeling of presence being the cause. This paper investigates this presence hypothesis by exploring the benefit of providing self-embodiment to the user through the form of a virtual avatar, presenting an experiment comparing errors in egocentric distance perception through direct-blind walking between subjects with a virtual avatar and without. The result of this experiment finds a significant improvement with egocentric distance estimations for users equipped with a virtual avatar over those without.
Brian Ries, Victoria Interrante, Michael Kaeding, Lee Anderson
VRST4
2007 Elucidating Factors that can Facilitate Veridical Spatial Perception in Immersive Virtual Environments
abstract
Enabling veridical spatial perception in immersive virtual environments (IVEs) is an important yet elusive goal, as even the factors implicated in the often-reported phenomenon of apparent distance compression in HMD-based IVEs have yet to be satisfactorily elucidated. In recent experiments (Interrante et al., 2006), we have found that participants appear less prone to significantly underestimate egocentric distances in HMD-based IVEs, relative to in the real world, in the special case that they unambiguously know, through first-hand observation, that the presented virtual environment is a high fidelity 3D model of their concurrently occupied real environment. We had hypothesized that this increased veridicality might be due to participants having a stronger sensation of 'presence' in the IVE under these conditions of co-location, which state of mind leads them to act on their visual input in the IVE similarly as they would in the real world (the presence hypothesis). However, alternative hypotheses are also possible. Primary among these is the visual calibration hypothesis: participants could be relying on metric information gleaned from their exposure to the real environment to calibrate their judgments of sizes and distances in the matched virtual environment. It is important to disambiguate between the presence and visual calibration hypotheses because they suggest different directions for efforts to facilitate veridical distance perception in general (non-co-located) IVEs. In this paper, we present the results of an experiment that seeks novel insight into this question. Using a mixed within- and between-subjects design, we compare participants' relative ability to accurately estimate egocentric distances in three different virtual environment models: one that is an identical match to the occupied real environment; one in which each of the walls in our virtual room model has been surreptitiously moved ~10% inward towards the center of the room; and one in which each of the walls has been surreptitiously moved ~10% outwards from the center of the room. If the visual calibration hypothesis holds, then we should expect to see a degradation in the accuracy of peoples' distance judgments in the surreptitiously modified models, manifested as an underestimation of distances when the IVE is actually larger than the real room and as an overestimation of distances when the IVE is smaller. However, what we found is that distances were significantly underestimated in the virtual environment relative to in the real world in each of the surreptitiously modified room environments, while remaining reasonably accurate (consistent with our previous findings) in the case of the faithfully size-matched room environment. In a post-test survey, participants in each of the three room size conditions reported equivalent subjective levels of presence and did not indicate any overt awareness of the room size manipulation
Victoria Interrante, Brian Ries, Jason Lindquist, Lee Anderson
VR4
2006 Distance Perception in Immersive Virtual Environments, Revisited
abstract
Numerous previous studies have suggested that distances appear to be compressed in immersive virtual environments presented via head mounted display systems, relative to in the real world. However, the principal factors that are responsible for this phenomenon have remained largely unidentified. In this paper we shed some new light on this intriguing problem by reporting the results of two recent experiments in which we assess egocentric distance perception in a high fidelity, low latency, immersive virtual environment that represents an exact virtual replica of the participant’s concurrently occupied real environment. Under these novel conditions, we make the startling discovery that distance perception appears not to be significantly compressed in the immersive virtual environment, relative to in the real world.
Victoria Interrante, Brian Ries, Lee Anderson
VR3