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![McMahan's [7] version of the user-information loop. Adapted from Nilsson [12].](profile/Niels-Nilsson-2/publication/316602283/figure/fig1/AS:489170033483776@1493638632464/McMahans-7-version-of-the-user-information-loop-Adapted-from-Nilsson-12.png)
McMahan's [7] version of the user-information loop. Adapted from Nilsson [12].
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The first virtual reality (VR) systems have hit the shelves, and 2017 may become the year where VR finally enters the homes of consumers in a big way. By allowing users to perceive and interact in a natural manner, VR offers the promise of realistic experiences of familiar, foreign, and fantastic virtual places and events. However, should we always...
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Context 1
... specifically, McMahan [7] describes that it is possible to break down fidelity into three subcategories: display, interaction, and simulation fidelity. Figure 1 visualizes how the three types of fidelity are connected with the cyclic exchange of information occurring between the user and the system during exposure to VR. Each of the three can be further subdivided into specific fidelity components. ...
Context 2
... exactly because fidelity amounts to an objective description of a system, it may fail to capture the degree of perceived realism; that is, the extent to which user finds the VE and the interactions taking place within it mistakable for the real thing. Figure 1 illustrates the user-information loop and the relationship between perceived realism and display, interaction, and simulation fidelity. ...
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... we suspect that developers and researchers relying consumer VR systems with inherently imperfect fidelity at times may benefit from strategically reducing the fidelity of certain components. Because perceived realism ultimately is a subjective response to the user-information loop (Figure 1), we ar- gue that the decision of what components to reduce, if any, in many cases should be perceptually informed. In particular, we propose that when limitations to a given component of fidelity reduces or distorts perceptual information, then sometimes it may be possible to compensate by adjusting another component of fidelity-even if the adjustment on the surface constitutes decrease in the fidelity of the second component. ...
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... It is expected that coherence differs from reality in, for example, fantasy games or other entertainment applications where PSI is maintained even when unearthly phenomena are taking place. In addition, Nilsson et al. (2017) discussed several cases where deliberately limiting a specific fidelity component led to an overall increase in perceived realism, compensating for the imperfect fidelity of another related component. They suggest that a phenomenon analogous to the Uncanny Valley (Mori et al., 2012) could exist in the relationship between fidelity and perceived realism. ...
... Our findings resemble the cases discussed by Nilsson et al. (2017) where a decrease in a particular fidelity component increased the overall perceived realism. However, we believe that our case differs from the cases discussed by Nilsson et al. (2017) in the sense that the culprit probably lies in the human perception of physics instead of the limitations of the physics engine. ...
... Our findings resemble the cases discussed by Nilsson et al. (2017) where a decrease in a particular fidelity component increased the overall perceived realism. However, we believe that our case differs from the cases discussed by Nilsson et al. (2017) in the sense that the culprit probably lies in the human perception of physics instead of the limitations of the physics engine. ...
This paper identifies and confirms a perceptual phenomenon: when users interact with simulated objects in a virtual environment where the users’ scale deviates greatly from normal, there is a mismatch between the object physics they consider realistic and the object physics that would be correct at that scale. We report the findings of two studies investigating the relationship between perceived realism and a physically accurate approximation of reality in a virtual reality experience in which the user has been scaled by a factor of ten. Study 1 investigated perception of physics when scaled-down by a factor of ten, whereas Study 2 focused on enlargement by a similar amount. Studies were carried out as within-subjects experiments in which a total of 84 subjects performed simple interaction tasks with objects under two different physics simulation conditions. In the true physics condition, the objects, when dropped and thrown, behaved accurately according to the physics that would be correct at that either reduced or enlarged scale in the real world. In the movie physics condition, the objects behaved in a similar manner as they would if no scaling of the user had occurred. We found that a significant majority of the users considered the movie physics condition to be the more realistic one. However, at enlarged scale, many users considered true physics to match their expectations even if they ultimately believed movie physics to be the realistic condition. We argue that our findings have implications for many virtual reality and telepresence applications involving operation with simulated or physical objects in abnormal and especially small scales.
... While perceived realism is a subjective evaluation, fidelity has been defined as the objective expression of the degree of realism offered by the virtual environment [14]. Game players, while encountering realistic and fantastic elements in games, suspend their disbelief in order to become one with the game world [23]. ...
This paper explores a bio-mimetic approach for procedurally generated trees and forests, emphasizing the need to deliver a unique gameplay experience. For this study, a tree growth simulator was developed, based on a set of growth factors, and an ecological model used for the placement of the trees. The contribution of the proposed scheme is two-fold. In a micro-level analyzes the user’s perceived realism of a single tree and on a
macro level the user’s experience in the context of navigation performance in a forest. Results of a user study indicate that the perceived appearance of the trees was mainly affected by the player’s previous experience and expectations. The player’s ability to navigate in a forest was affected both by growth factors of the trees and the distribution model used to generate the forest. Moreover, the participants reported the that distinct
visual cues enhanced their navigation and orientation in the forest.
... For devices that should reach a wide number of users, such as treadmills, an additional related problem regards the size of the display, and more particularly the horizontal field of view (FoV). Specifically, several studies have shown that the size of the FoV affects visual speed perception, the underestimation of which tends to increase as the FoV decreases (Van Veen et al., 1998;Nilsson et al., 2014Nilsson et al., , 2017. These studies were performed for different motion-related activities, such as walking, cycling, or simulated driving. ...
We investigated how the size of the horizontal field of view (FoV) affects visual speed perception with individuals running on a treadmill. Twelve moderately trained to trained participants ran on a treadmill at two different speeds (8 and 12 km/h) in front of a moving virtual scene. Different masks were used to manipulate the visible visual field, masking either the central or the peripheral area of the virtual scene or showing the full visual field. We asked participants to match the visual speed of the scene to their actual running speed. For each trial, participants indicated whether the scene was moving faster or slower than they were running. Visual speed was adjusted according to the responses using a staircase method until the Point of Subjective Equality was reached, that is until visual and running speed were perceived as matching. For both speeds and all FoV conditions, participants underestimated visual speed relative to the actual running speed. However, this underestimation was significant only when the peripheral FoV was masked. These results confirm that the size of the FoV should absolutely be taken into account for the design of treadmill-mediated virtual environments (VEs).