Available via license: CC BY-SA 4.0
Content may be subject to copyright.
Stay in Touch! Shape and Shadow Influence Surface Contact in
XR Displays
Haley Adams, Holly Gagnon, Sarah Creem-Regehr, Jeanine Stefanucci, and Bobby Bodenheimer, Member, IEEE
Fig. 1. Three geometric shapes were evaluated in Experiment 1. Each object was rendered with either dark (photorealistic) or light
(non-photorealistic) shadow shading methods and was displaced vertically based on the viewer’s visual angle to the target. Changes in
vertical displacement were subtle since a psychophysical, two-alternative forced choice (2AFC) approach was employed to evaluate
surface contact perception.
Abstract
—The information provided to a person’s visual system by extended reality (XR) displays is not a veridical match to the
information provided by the real world. Due in part to graphical limitations in XR head-mounted displays (HMDs), which vary by
device, our perception of space may be altered. However, we do not yet know which properties of virtual objects rendered by
HMDs—particularly augmented reality displays—influence our ability to understand space. In the current research, we evaluate how
immersive graphics affect spatial perception across three unique XR displays: virtual reality (VR), video see-through augmented reality
(VST AR), and optical see-through augmented reality (OST AR). We manipulated the geometry of the presented objects as well as
the shading techniques for objects’ cast shadows. Shape and shadow were selected for evaluation as they play an important role in
determining where an object is in space by providing points of contact between an object and its environment—be it real or virtual.
Our results suggest that a non-photorealistic (NPR) shading technique, in this case for cast shadows, may be used to improve depth
perception by enhancing perceived surface contact in XR. Further, the benefit of NPR graphics is more pronounced in AR than in VR
displays. One’s perception of ground contact is influenced by an object’s shape, as well. However, the relationship between shape and
surface contact perception is more complicated.
Index Terms—OST AR, VST AR, VR, perception, shadow, geometry, shape, complexity, depth, surface contact, shading
1 INTRODUCTION
Rendering methods for extended reality (XR) systems are improving,
and many displays can now render compelling virtual objects. Some
difficulties still remain, however, and one that is common in consumer-
level augmented reality (AR) is that objects may seem detached from
their surroundings. For example, a Pok
´
emon in Pok
´
emon Go, the
popular mobile AR game, may seem to float above the ground where
it is placed. A virtual hat in an AR face filter, like those used by
Snapchat or Instagram, may appear detached from a person’s head. This
phenomenon is a strong indicator that the depth information presented
by virtual stimuli and the information presented by the real world
environment do not sufficiently match. In the current research, we
• Haley Adams is with the Department of Computer Science Vanderbilt
University. E-mail: haley.a.adams@vanderbilt.edu.
• Holly Gagnon is with the Department of Psychology at University of Utah.
E-mail: holly.gagnon@psych.utah.edu.
•
Sarah Creem-Regehr is with the Department of Psychology at University of
Utah. E-mail: sarah.creem@psych.utah.edu.
• Jeanine Stefanucci is with the Department of Psychology at University of
Utah Research. E-mail: jeanine.stefanucci@psych.utah.edu.
•
Bobby Bodenheimer is with the Department of Computer Science Vanderbilt
University. E-mail: bobby.bodenheimer@vanderbilt.edu.
Manuscript received xx xxx. 202x; accepted xx xxx. 202x. Date of Publication
xx xxx. 202x; date of current version xx xxx. 202x. For information on
obtaining reprints of this article, please send e-mail to: reprints@ieee.org.
Digital Object Identifier: xx.xxxx/TVCG.202x.xxxxxxx
evaluate how the way we render cast shadows for objects of different
geometric shapes and orientations affects one’s perception of surface
contact across different extended reality (XR) displays.
Recent work on optical see-through (OST) AR displays leverages
the human visual system to create shadows [29, 40]. These devices
create the illusion of dark color values using simultaneous contrast
illusion, which approximates a shadow. Other methods have been used
for video see-through (VST) AR displays [43], and shadow generation
in virtual reality (VR) is considered mature [17, 56]. Nonetheless, for
generally deployable XR applications, it would be desirable to have a
clear and unified understanding of which techniques work across widely
available technologies. Therefore, in the present work we investigate
how surface contact is affected by cast shadows across a set of display
types.
Additionally, Steptoe et al. [58] recently made a compelling case
for non-photorealistic shadow applications in AR. Some prior work
suggests that non-photorealistic shadow shading techniques in AR
may be beneficial for attaching virtual objects to the surfaces beneath
them [2]. Thus, we also investigate how dark, photorealistic and light,
non-photorealistic cast shadows affect surface contact judgments in
XR. The possibility of non-photorealistic shadows offering benefits for
surface contact judgments may provide additional flexibility for XR
application designers given the difficulty in displaying dark shadows
that exists in many AR devices.
In the current work, we make several contributions by evaluating how
people’s judgments are affected by virtual object shape, orientation, and
shadow shading in three different XR displays. We demonstrate that
non-photorealistic, light shadow shading can enhance surface contact
arXiv:2201.01889v1 [cs.HC] 6 Jan 2022
Fig. 2. A recreation of the “ball-in-a-box” demonstration [31]. Although the
sphere is located at the same position in all four images, it appears closer
in the bottom images due to the placement its cast shadow. The influence
of cast shadow on an object’s position works regardless of whether the
shadow is rendered realistic (left) or nonrealistic (right) manner. Top: the
sphere seems to rest along the ground due to an anchoring shadow
beneath it that connects the sphere with the back of the box. Bottom: the
sphere seems to float above the ground with a detached shadow beneath
it that connects it towards the front of the box.
judgments. We show that these judgments are complex and affected
by an object’s shape as well as the orientation in which it is presented.
Our results also lay groundwork to encourage further study of non-
photorealistic rendering techniques to improve spatial perception in
XR.
2 RE LATED WORK
2.1 Cast Shadows
Cast shadows—from which humans infer size [10,64, 65], shape [12,
32], and the distance between an object and adjacent surfaces [27, 36,
62]—play a particularly important role in our perception of space. In
fact, one’s perception of the position of an object can shift dramatically
depending on the placement of its associated cast shadow [38, 42].
Kersten et al.’s “ball-in-a-box” study provides an important example of
this effect [31]. Kersten and colleagues demonstrated that by changing
the location of a shadow in space, even a stationary object may appear
to move (See Figure 2). Furthermore, their research demonstrated that
cast shadow shading could be manipulated with light, photometrically
incorrect shading, but still provide a cue to determine spatial location.
For a recent and thorough review of shadow perception, see Casati and
Cavanagh [11].
2.2 Shape & Shadows in XR
In traditional computer graphics, evidence shows that cast shadows
function as “visual glue” to attach virtual objects to surfaces [36, 62].
However, it is unclear how to best create visual glue for augmented re-
ality devices. AR introduces new complexities to the graphics pipeline,
especially for OST displays, which rely on additive light for rendering.
These displays cannot remove light, and thereby darken, virtual or real
objects. Dark color values in these displays become progressively more
transparent such that a pure black is completely invisible. As a result,
depth from shading cues are less reliable and the visual position of
rendered objects in space becomes ambiguous.
The inability to produce dark color values with fidelity in OST
AR is especially problematic for rendering cast shadows. Manabe
et al. [39, 40] developed methods to produce more perceptually valid
shadow rendering techniques for OST devices. Ikeda et al. [29] used
simultaneous contrast to create the illusion of dark color values within
the umbra of a shadow by applying brighter color values outside of the
shadow’s penumbra. In their evaluation, they found that their illusory
shadow method caused the umbra of the shadow to be perceived as
dark–despite the fact that nothing was rendered within the shadow’s
umbra itself. However, research on shadow generation algorithms gives
rise to another question: how much fidelity is needed for accurate
spatial perception in AR? Adams et al. [2] attempted to answer this
question by evaluating surface contact judgements for both perceptu-
ally motivated shadow rendering methods, including a simple, dark
gray shadow as well as a variant of the method developed by Manabe,
Ikeda, and colleagues [40], and a non-photorealistic rendering (NPR)
method for shadows. Surprisingly, they found that more realistic ren-
dering techniques for shadows did not inherently benefit surface contact
judgements. Further, people’s judgements for the NPR method, which
produced a white shadow, were more accurate in both OST AR and
VST AR head-mounted displays.
Shadows may play an important role in alleviating inaccurate depth
perception in augmented reality. As such, several evaluations on the
influence shadow position and object shape on depth judgements have
been conducted in both mobile AR [6, 59] and in OST AR [14, 22,
25, 48, 54]. The presence of cast shadows can dramatically improve
the accuracy of people’s judgements in perceptual matching tasks in
OST AR displays [6, 14, 22,25]. In perceptual matching paradigms, a
person is asked to align a virtual object with a real world marker, or
referent, that is positioned at a distance away from the viewer. As a
result, perceptual matching may be considered a relative, or exocentric,
measure of distance perception.
In a recent study, Gao et al. [22] revealed that the shape of a shadow
did not affect the accuracy of people’s relative depth judgements in a
perceptual matching task with floating, virtual targets. In the same study,
Gao and colleagues also provided evidence that lighting misalignment
can adversely affect people’s accuracy when making relative depth
judgements. However, prior research has found that “drop shadows,” in
which shadows are rendered immediately below an object, regardless
of the lighting in the environment around them, are an exception [6,
14]. Drop shadows improve people’s accuracy in perceptual matching
experiments, despite their unrealistic positioning.
Yet the results of these prior experiments, when taken in isolation,
are somewhat limited since all of the aforementioned studies that eval-
uated shadows only rendered them with targets that floated above the
ground [6, 14, 22, 25,48]. This is important because anchoring shadows
and detached shadows are perceived differently [9, 11]. Anchoring
shadows are formed when an occluding object and its shadow are con-
nected (See Figure 2 (top)). And detached shadows are formed when
an occluding object and its cast shadow do not touch (See Figure 2 (bot-
tom)). For example, the shape of a shadow when detached needs to only
approximately conform to its object’s shape [11,38]. Accordingly, it
makes sense that Gao et al.’s experiment found no differences between
differently shape shadows, since they only evaluated hard, soft and
’round’ (incorrect shape) shadow conditions when the test object was a
rotating cube.
In contrast, an anchoring shadow may be more sensitive to mis-
matches between the contours of a shadow and its associated ob-
ject [11, 37]. However, as noted in Do et al. [15], AR depth perception
experiments rarely incorporate multiple object shapes. Accordingly,
in their mobile AR study they evaluated how color and luminance
interacted to affect depth perception across four objects: a cube, a
sphere, the Stanford bunny, and a low polygon version of the Stanford
bunny. Although they predicted that simple shapes (i.e., the cube and
sphere) would be more affected by color and luminance depth cues
than complex shapes, their predictions were only partially supported.
The sphere was more affected by luminance than any other shape, but
the cube was not susceptible to either color or luminance. Their results
are reasonable considering that spheres have previously proven more
challenging to perceive in depth than more distinctly faceted shapes,
like cubes or icosahedrons, in VR [49].
3 OVERVIEW
We evaluated a viewer’s sense of perceived surface contact over two
studies, both of which were conducted on three immersive head-
mounted display (HMD) types: a virtual reality (VR) display, a video
see-through augmented reality display (VST AR), and an optical see-
through augmented reality (OST AR) display. In both studies, shadows
were manipulated to have either dark (photorealistic) or light (non-
photorealistic) color values. In our first study, which is discussed in
Section 5, we manipulated both shadow shading technique and object
Fig. 3. A VR HMD with VST capabili-
ties: the HTC Vive Pro with mounted
Zed Mini camera
Fig. 4. An OST HMD: the Mi-
crosoft HoloLens 1.
geometry to understand how the interplay between these two factors
affected perceived surface contact in XR. In our second study (Section
6), we compared a simple geometric shape to a complex one, and we
displayed them at different orientations. From the findings of our two
studies, we were able to extrapolate XR developer and design guide-
lines, which are discussed in Section 7. The following section (Section
4) discusses: our hardware setup (Subsection 4.1), the software environ-
ment used for rendering to each display as well as the shaders used for
rendering shadows (Subsection 4.3), and the equation used to displace
test stimuli vertically based on visual angle (Subsection 4.4).
4 METHODS
4.1 Technical Setup
The virtual reality environment was rendered using a wireless HTC Vive
Pro (Figure 3), which has a maximum per eye resolution of
1440×1600
and an approximate field of view of
110◦×113◦
. Position tracking
for this condition was performed using the Vive’s lighthouse tracking
system.
The video see-through device also relied on the HTC Vive Pro
for rendering. However, it created an augmented reality environment
by combining virtual overlays with real time video feed, which was
captured using the Zed Mini stereoscopic camera system. The Zed
Mini was affixed to the front of the Vive Pro (Figure 3). The Zed Mini’s
camera feed restricted the HMD’s resolution and field of view to
1280×
720
and
90◦×60◦
, respectively. Position tracking was performed by
the Zed Mini, which integrated its own native, inside-out tracking
solution with the HTC Vive’s tracking system.
The optical see-through environment was rendered using the Mi-
crosoft HoloLens 1 (Figure 4). The OST display is unique since it relies
on additive light to render images and is therefore unable to render dark
color values with fidelity. Instead, the darker a color value is, the more
transparent it becomes until it turns completely transparent at black.
The HoloLens has an approximate resolution of
1268 ×720
and field
of view of
30◦×17◦
. Although the augmented field of view (FOV) of
the HoloLens is narrow, outside of this viewing area users’ vision is
not occluded by the device. For our experiment, position tracking was
performed using the HoloLens’ native inside-out tracking solution.
For the VST AR condition, virtual target objects were positioned
within the real world environment using a Vive tracking puck before
the start of each experiment. Similarly, for the OST AR system, this
position calibration involved placing a HoloLens spatial anchor at the
same predetermined position. This step was unnecessary for the VR
condition since both the environment and the stimuli were virtual. A
wireless computer mouse was employed for user inputs for all devices.
Figure 6 shows a participant wearing the wireless Vive Pro setup with
the Zed Mini stereoscopic camera plugged in for the VST AR condition.
The participant looks toward the spot on a table in front of them where
the virtual target is rendered while holding a mouse.
4.2 Physical & Virtual Environment
In contrast to the two augmented reality display conditions, the virtual
reality condition required a virtual reconstruction of the real world
environment used for testing. Figures of both the physical and virtual
testing environments can be seen in Figure 6. The virtual environment
was created using photographed images of the real testing space along
the walls and custom 3D models designed to match important furniture
and foam floor tiles along the ground. In both the real and virtual
environments, a table, on which experimental stimuli were displayed,
was placed in the middle of the room. A disposable, azure blue cloth
was draped along the top of the table with white tape wrapped around
its edges. The tape was included to improve the table’s salience for the
two AR systems, which relied on inside-out tracking.
4.3 Software & Shadows
Applications for each device were developed in Unity version
2017.4.4f1 with the C# programming language. A virtual, directional
light was positioned within each program so that a target object’s
shadow would lie behind and to the right of the object. To accomplish
this, the orientation of the virtual light was set to
141◦
along the x
axis and
−141◦
along the y axis. The color of the light had a slightly
yellow tint with an RGB color value of (255, 244, 214). Shaders to
render hard shadows were programmed using a variant of the HLSL
language that is compatible with the Unity game engine. The shaders
used to render target objects and their cast shadows used RGB color
values to specify color output. All target objects were rendered with
a middle gray RGB color value of 128. However, the cast shadow
shader was developed to render shadows with custom color values.
For the current study, we used grayscale RGB color values of 208
and 48 for the light and dark shadow shading methods, respectively.
Visually, this created an off-white or lightly shaded appearance for
the non-photorealistic (or light) shadow. And it rendered a dark gray
colored shadow for the photorealistic (or dark) shadow. Because target
objects were rendered with a middle gray color value of 128, there
was a difference of 80 RGB color values for the dark (128-80=48) and
the light (128+80=208) values used to inform the cast shadow shaders.
Across all three devices, the same scripts were used for both object and
cast shadow shading. The equivalent values in CIE L*a*b* color space,
which more accurately represents differences in lightness in perceptual
space, are: 48 = [19.9,0,0], 128 = [53.6,0,0], and 208 = [83.5,0,0].
The photorealistic, dark shadow condition was the most traditional
method given it rendered shadows that adhered closely to the principle
that shadows represent the absence of light. For most devices it created
a perceptually valid impression of a shadow. In contrast, the non-
photorealistic, light shadow condition added white light to generate a
shadow instead of subtracting light. This created a both perceptually
and photometrically incorrect cast shadow. Depictions of the shadow
conditions can be seen in Figures 1, 10, and 11.
4.4 Vertical Displacement
Participants in our experiments judged whether targets were in contact
with a surface; therefore, target stimuli had to be presented both on
and above a surface for discrimination. We displaced objects vertically
based on a viewer’s visual angle to target. Given that participants
conducted the study while seated, the eye height of the viewer was
calculated by summing the average eye height of a person while seated
and the height of the seat of the chairs used in our setup [24]. Using
the average eye height of a viewer, denoted as
he
, and the distance to
a given target,
dt
, we were able to solve for a series of three triangles
from which we could extract the degree of vertical displacement,
dv
,
for target objects placed above surfaces. The trigonometric formulas
used for this calculation are shown in the equations below:
σ=tan−1dt
he+ω(1)
dv=tan(σ)he−dt
tan(σ)(2)
For equations 1 and 2,
ω
represents the degree to which viewing
angle was modified–in our case in increments of
0.6◦
–and
σ
represents
the updated viewing angle to the vertically displaced target object. The
viewing angle of
0.6◦
was selected during preliminary testing, where
the value resulted in a sufficiently challenging degree of displacement
for the experimental task. Figure 5 shows each variable in context for
clarity.
Fig. 5. Visual depiction of trigonometric solution for vertical displacement.
5 EXPERIMENT 1: SHAPE AND SH AD OW
In our first experiment, we evaluated how traditional (dark) and non-
photorealistic (light) shading techniques for cast shadows affect one’s
ability to perceive surface contact for a cube, an icosahedron, or a
sphere (Figure 1). These three objects were selected for their distinctive
geometric properties. In particular, the shape, shading, and shadows of
the cube and sphere are recognizable and different. The icosahedron
represents an in-between case, with its indistinct shape, but shading
closer to that of the sphere and shadow closer to that of the cube. Our
hypotheses for this experiment are as follows:
H1
: We predicted that people’s ability to correctly perceive ground
contact would be affected by an object’s geometry, especially along
the bottom edge that would be in contact with a surface. Specifically,
we anticipated that people’s likelihood of correct response would be
lower for the sphere across all devices. A perfect sphere has only a
single point of contact with a ground surface and that singular point is
occluded when viewed from above. In contrast, both the icosahedron
and the cube were flat along the edge and benefited from many points
of contact with the surface beneath them, although the surface area of
the bottom of the icosahedron was smaller than that of the cube.
H2
: We anticipated that people would be more likely to correctly
perceive surface contact when presented with the light shadow shading
method, in comparison to the traditional dark shading method in both
AR devices. Although, our prediction may seem counterintuitive, some
prior research has shown that non-photorealistic shadows may function
as well as photorealistic shadows as a depth cue for spatial perception
[2, 31].
H3
: We also anticipated that there would be interactions between
shape and shadow shading methods. However, a priori we were uncer-
tain how these interactions would be expressed.
5.1 Participants
Six individuals in total (3M, 3F) aged 23–30 volunteered to participate
in our first experiment, which used a well-founded psychophysical
paradigm. Psychophysics is a class of psychological methods that
quantitatively measures perceptual responses to changes in physical
stimuli [19]. These methods can use a small number of participants
to make a large number of simple, behavioral responses that reveal
underlying perceptual processes, gaining experimental power from a
large number of observations. Psychophysical paradigms have proven
highly replicable and robust since they employ judgments or adjust-
ments with low individual variance [18,57]. Psychophysics methods
have previously been employed successfully by other XR research
groups [8, 21, 36, 53].
All participants had normal or corrected-to-normal vision. Our ex-
perimental methods were approved by the local institutional review
board, written consent was obtained from all subjects prior to partic-
ipation, and each participant was paid 20 USD for 2-3 hours of their
time.
5.2 Design
To address our hypotheses, we utilized a 3 (XR display)
×
3 (target
shape)
×
2 (shadow shading)
×
6 (target height) within-subjects design
to evaluate the effects of object shape and shadow shading on surface
contact judgments for objects at different vertical displacements. Al-
though we conducted our experiment with three different XR displays,
we did not make any direct statistical comparisons across displays due
to the high variance in optical and graphical properties across devices.
However, we evaluated the same experimental conditions for each XR
display. As such, this section describes the experimental design that
was used for each XR device.
Each participant evaluated 3 object shapes with 2 different shadow
shading conditions, which resulted in 6 unique combinations of experi-
mental stimuli. The target shapes evaluated were a cube, an icosahedron,
and a sphere. The shadows were shaded with either dark or light color
values. Figure 1 displays all of the target shape and shadow shading
conditions. All targets were rendered on a table 1 meter in front of the
viewer (Figure 6). The size of the targets was adjusted to be 11.2 cm
wide. Accordingly, the cube had a length, width, and height of 11.2 cm,
the sphere’s diameter was 11.2 cm, and the icosahedron was scaled so
that its width was approximately 11.2 cm.
We employed a temporal two-alternative forced choice paradigm
with method of constant stimuli—a classic psychophysical method [7,
19]—to evaluate people’s perception of surface contact. Two-alternative
forced choice, or 2AFC, is a method for assessing someone’s sensitivity
to a change in stimuli. It involves a forced choice, because participants
must chose between one of two options. A temporal 2AFC paradigm
may also be referred to as a two-interval forced choice (2IFC) paradigm.
After viewing both stimuli in a sequence, participants in our experiment
are then asked ”Which object is closer to the ground?”. Compared
targets were always of the same shape and shadow condition for each
trial.
How the six levels of vertical displacement were presented was
dictated by method of constant stimuli. As such, at least one of the
target stimuli was always placed in contact with the surface beneath
it. The other object was then displaced vertically by one of six heights
between 0 and 6mm at regular intervals of
.06◦
changes in viewing
angle. When displacement was 0, both the first and second targets were
positioned in contact with the surface.
Changes in vertical displacement were subtle. All six height dis-
placements are displayed in Figure 1, and the calculations for vertical
displacement are described in detail in Section 4.4. Each height com-
parison was presented 20 times each, except for when both the first
and second object heights were equal (at 0). In this case, the height
conditions were only presented 10 times each. Stimulus pairs were pre-
sented pseudo-randomly such that there were no repetitions of shape
×
shadow
×
height combinations before all combinations were presented
once. In addition, the order of presented stimuli was balanced so that
the number of trials in which the target was presented in contact with
the ground first and the number of times it was presented second were
equivalent for each condition.
Trials for the task were blocked by device and order of device was
Fig. 6. A participant views the experiment in the VST AR condition (top).
An image of the virtual environment used for the VR condition (bottom).
counterbalanced across subjects. For each XR device, a participant
completed 660 2AFC trials. Each participant thus completed 1,980
trials total, and 11,880 data points were collected across all subjects.
We collected data over a large number of trials, which is common
practice in psychophysical paradigms, to increase accuracy and ensure
low variance in our study [50]. By evaluating a large number of simple
behavioral responses on a small number of participants, this family
of paradigms is better able to evaluate perceptual behaviors that have
little variance between individuals [18, 57]. We further confirmed
that variance in our collected data was not due to between-participant
variation by calculating the intra-class correlation coefficient (ICC), the
calculation of which is reported in Section 5.4 (Results).
5.3 Procedure
Before the experiment began, each individual was informed about the
study and filled out a consent form. They were told that they may
stop the experiment at any time and that they were allowed to take
breaks during the experiment if needed. Both the experimenter and
the volunteer wore face masks while maintaining 2 m of separation
between each other during the study.
The experiment was blocked by device. As such, the participant
picked up one of the three XR HMDs, which was predesignated based
on a device ordering that was counterbalanced across participants, to
begin the experiment. They were then verbally instructed on how to
interact with the system and they performed 10-20 practice trials that
were randomly selected trials from the experiment. After the volunteer
expressed that they were comfortable with the system and experimental
paradigm, the experiment began.
For the temporal 2AFC paradigm with method of constant stimuli,
each stimulus was presented for 600 ms. In between each stimulus
pair, there was an interval of 800 ms in which a random pattern was
presented at the position of the object to avoid visual aftereffects. After
the presentation of each stimulus pair, the participant was asked “Which
stimulus is closer to the ground?” They were told that at least one of
the objects was positioned on the ground. They then responded using
the left mouse button to indicate the first stimulus and the right button
for the second stimulus. The experiment was self-paced, and both the
user’s response as well as their response time were recorded for each
trial. The next trial began 1000 ms after the participant responded to
the previous trial—unless the experiment was paused. After every 66
trials, participants were presented with a visual prompt that asked if
they needed to take a break.
Between devices, participants were also required to take a break
to prevent fatigue. During the break, they filled out a brief survey
that asked them to describe any strategies that they used to determine
ground contact. After finishing the experiment in its entirety, they
were asked to fill out a final survey. Although we did not directly
compare peoples’ performance across XR devices in this study, due
to the significant differences in display properties, in the final survey
we asked participants about their experiences in each device. We
believed this information would be informative for interpreting our
results. Therefore, in the post-experiment survey, they were asked to
rank the difficulty of the experimental task for each device and to rank
the displays’ quality of graphics. They were also asked if their strategy
for determining ground contact differed across devices.
5.4 Results
Our experiment used a small-N design. Therefore, before perform-
ing additional statistical analyses we confirmed that variance in our
collected data was not due to between-participant variation by calcu-
lating the intra-class correlation coefficient (ICC). The ICC measures
the amount of variance accounted for by a grouping variable. For our
analysis, individual participant was selected as the grouping variable,
where an ICC value of 1 indicated that any variance in the data is
between-participants while a value of 0 indicated that no variance in
the data is due to between-participant factors. We found that
τost
= .009
for data collected with the OST AR display, which indicated negligible
variance was caused by between-participants factors. Similarly low
ICC values were found for the VST AR and VR display data with ICCs
of τvst = .012 and τvr = .042, respectively.
Statistical Analyses Participants were asked to make binary deci-
sions about which object was positioned closer to the ground (first or
second object) in a 2AFC task. Therefore, for our statistical analyses
we used binary logistic regression models, which are appropriate for
dichotomous outcome variables, to analyze participants’ judgments.
We used the glm function from the stats package in R [28] to conduct
logistic regressions by specifying binomial errors and a logit link func-
tion. Because we wanted to analyze people’s perception in each device,
we ran separate models for each of the XR displays. For each display,
we modeled binary outcomes (accuracy: correct (1) or incorrect (0)) for
our predictors: object shape, shadow shading, and height. Height was
recorded in millimeters then centered at zero and treated as continuous.
Object shape (3 levels: cube, icosahedron, sphere) and shadow shading
(2 levels: dark, light) were treated as categorical factors. Interactions
between shape and shadow were included in the models.
We used these models to test three planned comparisons for each
device to understand how object shape and shadow influenced people’s
surface contact judgments. These comparisons were: 1) whether sur-
face contact judgments differed for different object geometries (i.e.,
H1
the main effect of object shape); 2) the difference in surface contact
judgments between dark and light shadow shading across all other con-
ditions (i.e.,
H2
the main effect of shadow shading); and 3) interactions
between object shape and shading (i.e., H3).
In order to examine whether there were main effects, we coded
shadow and shape factors using deviation coding (also known as effect
or sum coding). For the shape factor, the sphere was set as the reference
group (i.e., coded as -1). For the shadow factor, the light shadow
condition was coded as .5 and dark shadow was coded as -.5. Using this
deviation coding also allowed us to observe whether there was a main
effect of height. The general logistic regression equation is depicted in
Equation 3 below.
logp
1−p=B0+B1(shadow) + B2(cube)
+B3(icosahedron) + B4(height)
+B5(shadow ×cube)
+B6(shadow ×icosahedron)
(3)
For the shape variable (
H1
), we were interested in whether the sphere
lead to lower accuracy than the other two shapes, collapsed across
shadow and height. In order to answer this question, we conducted
planned contrasts on the aforementioned model comparing each shape
to one another, using the Bonferroni correction to account for multiple
comparisons.
In order to examine whether there was a main effect of shadow
shading (
H2
), the shadow regression coefficient represents the differ-
ence between dark and light shadows averaging over shape and height.
We were also interested in a potential interaction between shape and
shadow (
H3
). Specifically, was each shape affected by the shadow
shading? In order to answer this question, we calculated the shadow
simple slopes for each shape.
For the sake of simplicity, we discuss the implications of our findings
as well as which factors are significant in text, and we report the full
details of the effects of factors in our analyses in Table 2.
5.4.1 Optical See-through AR
We show the average percent of correct response for each of the eval-
uated main effects in Table 1. The results of our statistical analyses
are reported in Table 2. We expected participants to be more likely to
correctly indicate which object was on the ground as the height of target
objects increased. The improvement of participants’ performance as
height increased is demonstrated statistically by a main effect of height
in our logistic regression model (
OR =1.09
,
p< .001
). Collapsed
across all shape and shadow conditions, the odds ratio (
OR
) of 1.09
indicates that for every 1mm increase in height, the odds of correctly
Table 1. Experiment 1 — The accuracy for each shape and shadow
condition tested reported with the standard errors.
Accuracy for Experiment 1
Condition OST AR VST AR VR
Cube 80% [1.2%]93% [.7%]95% [.6%]
Icosahedron 84% [1.1%]81% [1.1%]73% [1.3%]
Sphere 77% [1.2%]75% [1.3%]78% [1.0%]
Dark 77% [.1%]78% [1.0%]81% [.9%]
Light 84% [.1%]88% [.8%]83% [.9%]
stating which object was closer to the ground increased by a factor of
1.09.
H1: Does object shape matter? People were least accurate
when assessing surface contact given the sphere, with 77% accuracy
on average. In comparison, people were 80% accurate when presented
with the cube and 84% accurate when presented with the icosahedron
(See Figure 7). In our paired comparisons of people’s accuracy for each
target shape, when collapsed across shadow and height, we found that
people’s accuracy when they were shown the sphere was significantly
worse than their accuracy when shown the cube (
OR =1.42
,
p< .01
)
or the icosahedron (
OR =1.67
,
p< .001
). In other words, participants
were 1.42 times or 1.67 times more likely to choose the correct object
with the cube or icosahedron, respectively, than with the sphere. There
was not a significant difference in response accuracy between the cube
and icosahedron (OR =.85, p=.50).
H2: Does shadow shading method matter? People were 77%
accurate when assessing surface contact when presented with a dark
shadow and 84% accurate when presented with a light shadow (See
Figure 8).
The main effect for shadow (
OR =1.71
,
p< .001
) indicates that
a correct response was 1.71 times more likely when the object was
presented with a light shadow compared to a dark shadow.
H3: Is there an interaction between shape and shadow? Anal-
ysis of the shadow by shape simple slopes indicated that the effect of
shadow was only significant for the cube (
OR =4.21
,
p< .001
), a
finding that indicates that people were more 4.21 times more likely
to make a correct response when the cube was rendered with a light
shadow. The predicted probabilities of correct response for each shape
and shadow are displayed in Figure 9 (left). On average, when pre-
sented with the cube, people were 70% (
SE =1.9%
) accurate with the
dark shadow was presented and they were 90% (
SE =1.2%
) accurate
with the light shadow.
5.4.2 Video See-through AR
The average probabilities of correct response for each main condition
are shown in Table 1, and the results of our statistical analyses are
reported in Table 2. For VST AR we again found a main effect of height
(
OR =1.07
,
p< .001
). Accordingly, as the height of the vertically
displaced object increased, participants were more likely to correctly
indicate which object was on the ground.
H1: Does object shape matter? People were most likely to
produce a correct response when presented with the cube with 93%
accuracy, on average, and they were least likely to make a correct
response when presented with a sphere with 75% accuracy. People’s
accuracy for the icosahedron was 81% on average (Figure 7). Planned
contrasts for the shape variable indicated that the odds of providing a
correct response significantly differed between all shape comparisons.
The cube was more likely to yield a correct response than either the
sphere (
OR =4.90
,
p< .001
) or the icosahedron (
OR =2.93
,
p< .001
).
And the odds of providing a correct response for the icosahedron was
higher than the odds for the sphere (OR =1.67, p< .001).
H2: Does shadow shading method matter? The main effect
for shadow (
OR =2.28
,
p< .001
) indicates that a correct response
was 2.28 times more likely when the object was presented with a light
shadow compared to a dark shadow. Overall, people were 88% accurate
on average when presented with the light shadow and 78% accurate
when presented with the dark shadow (See Figure 8).
H3: Is there an interaction between shape and shadow? Anal-
ysis of the shadow by shape simple slopes indicated that the effect of
shadow was significant for all three shapes. That is, the probability
of providing a correct response was higher when a light shadow was
presented regardless of whether the object presented was a sphere
(
OR =1.38
,
p< .05
), a cube (
OR =2.40
,
p< .001
), or an icosahe-
dron (
OR =3.58
,
p< .001
). The predicted probabilities of correct
response for each shape and shadow are displayed in Figure 9 (cen-
ter). The average accuracy for people’s judgments with the cube was
90%
(SE =1.2)
on average for the dark shadow condition and 95%
(SE =0.8)
for the light shadow condition. For the icosahedron, peo-
ple were 73%
(SE =1.8)
accurate with the dark shadow and 90%
(SE =1.2)
accurate for the light shadow. For the sphere people were
72%
(SE =1.8)
accurate with the dark shadow and 78%
(SE =1.8)
accurate for the light shadow.
5.4.3 Virtual Reality
The average rate of correct response for each main condition is reported
in Table 1, and the results of our statistical analyses are reported in
Table 2. For VR, we found a main effect of height (
OR =1.06
,
p<
.001
) such that for every 1mm increase in height, the odds of correctly
stating which object was closer to the ground increased by a factor of
1.06.
H1: Does object shape matter? People were most likely to
make a correct response when presented with the cube (95% accuracy
on average), and they were least likely to make a correct response when
presented with the icosahedron (73%). People’s accuracy for the sphere
was 78% (Figure 7). The probability of providing a correct response
significantly differed for all shape comparisons. Specifically, planned
Fig. 7. Experiment 1 — Average percentage of correct responses for each target object shape by display condition: optical see-through AR (left),
video see-through AR (center), and virtual reality (right). The effects of shape on surface contact judgement were complex, with significant but
different effects of target shape for each display. However, people’s judgements with the cube were significantly better than judgements with the
sphere in all three devices.
Fig. 8. Experiment 1 — Average percentage of correct responses for each target object shadow by display condition: optical see-through AR (left),
video see-through AR (center), and virtual reality (right). People were significantly more accurate when shadow shading was light, rather than dark in
both AR device conditions.
Table 2. Experiment 1 — Results of planned comparisons using binary logistic regression models for each display condition are displayed. Bis the
regression coefficient,
SEB
is the standard error of the regression coefficient,
OR
is the odds ratio, and
CIOR
is the confidence interval associated with
the odds ratio. Negative values for Bindicate that the first factor in the comparison was more accurate, whereas positive values indicate that the
second factor was more accurate.
Results for Experiment 1
OST AR VST AR VR
Predictor B SEBOR [CI]OR B SEBOR [CI]OR B SEBOR [CI]OR
Shape (cube vs ico) .16 .12 .85 [.64,1.13]−1.08 *** .15 2.93 [2.06,4.17]−2.10 *** .16 8.20 [5.66,11.9]
(cube vs sphere) −.35 ** .11 1.42 [1.09,1.85]−1.59 *** .14 4.90 [3.51,6.84]−1.78 *** .16 8.20 [4.08,8.67]
(ico vs sphere) −.52 *** .11 1.67 [1.29,2.17]−.51 *** .11 1.67 [1.29,2.17].32 ** .20 1.06 [.57, .92]
Shadow (dark vs light) .54 *** .09 1.71 [1.43,2.05].82 *** .11 2.28 [1.85,2.83].21 .11 1.23 [.99,1.54]
Shape×Shadow (cube: dark vs light) 1.44 *** .17 4.21 [3.02,5.85].88 *** .24 2.40 [1.49,3.85].27 .28 1.31 [.76,2.27]
(ico: dark vs light) .31 .16 1.36 [.99,1.88]1.28 *** .17 3.58 [2.58,4.98]−.01 .13 .99 [.76,1.29]
(sphere: dark vs light) −.13 .14 .88 [.66,1.16].32 * .14 1.38 [1.05,1.81].36 * .14 1.43 [1.08,1.90]
Height .09 *** .01 1.09 [1.08,1.10].07 *** .01 1.07 [1.06,1.08].06 *** .01 1.06 [1.05,1.07]
Intercept 1.63 *** .05 5.10 [4.62,5.63]1.88 *** .06 6.55 [5.87,7.35]1.85 *** .06 6.36 [5.69,7.16]
∗p< .5∗ ∗ p< .01 ∗∗∗p< .001
contrasts, when collapsed across shadow and height, showed that partic-
ipants were significantly more likely to make a correct response when
presented with the cube than the icosahedron (
OR =8.20
,
p< .001
)
or sphere (
OR =5.95
,
p< .001
). They were then more likely to make
a correct response given the sphere over the icosahedron (
OR =.73
,
p< .01).
H2: Does shadow shading method matter? The average ac-
curacy for surface contact judgments was 81% for dark shadows and
83% for light shadows (See Figure 8). The main effect for shadow was
not significant (
OR =1.23
,
p=.07
), suggesting that, averaged across
shape and height, shadow shading did not have a significant effect on
judgments of ground contact in virtual reality.
H3: Is there an interaction between shape and shadow? Anal-
ysis of the shadow by shape simple slopes indicated that the effect of
shadow was only significant for the sphere (
OR =1.43
,
p< .05
). The
predicted probabilities of correct response for each shape and shadow
are displayed in Figure 9 (right). On average, when presented with the
sphere, people were 76% (
SE =1.8%
) accurate with the dark shadow
when presented and they were 81% (
SE =1.6%
) accurate with the light
shadow.
5.4.4 How difficult was each condition?
We examined post-experiment survey responses to better understand
how participants interpreted our experimental stimuli. Participants
were asked to rank the devices from easiest to hardest for determining
ground contact, and they were asked to rank devices on graphics quality
from lowest to highest. For difficulty rankings, they assigned each
XR display to one of three categories: easiest, middle, or hardest. For
quality of graphics rankings, they assigned each display to best, middle,
or worst.
There was no clear easiest display, given that all three XR devices
were rated as the easiest display by two out of six (2/6) participants.
However, the AR devices were seen as more difficult than the VR
condition, with both the OST AR display (4/6) and the VST AR display
(2/6) receiving ratings for being the most difficult display. Participants
also stated that the video see-through display had the lowest perceived
quality of graphics with three out of six (3/6) worst votes and 3/6
median votes, and that the optical see-through display had the highest
quality graphics (5/6).
Peoples’ reported strategies in the post-experiment survey support
the idea that the curved lines of the sphere and its shadow increased the
difficulty of discerning surface contact. For discussion, we will refer
to each participant with an acronym (e.g., P1 for the first participant).
P1, P3, and P4 reported looking at shadows “beneath” the objects
or “beneath the front side” of objects. P3 also commented that they
tried to remember the point of optical contact for a given object. P2
and P5 explicitly stated that they looked for the “edges” of shadows
to make judgments. A reliance on shadow edges would also explain
why people’s responses for the sphere were generally less accurate,
regardless of XR display. Participants reported that they employed the
same strategies for discerning ground contact across devices.
5.5 Discussion
In our first experiment, we found that light shadows improved ground
contact judgments compared to dark shadows for both AR devices and
that they performed comparably to dark shadows in VR. These results
encourage the use of non-photorealistic rendering solutions for improv-
ing surface contact judgments across XR displays. Perceived surface
contact plays an important role in depth perception and improving it
may help alleviate the disconnected appearance between virtual objects
and real surfaces in AR.
In addition, we found that object shape influences surface contact
Fig. 9. Experiment 1 — Predicted probability of correct response for shape (cube, icosahedron, sphere) and shadow (dark, light) interactions with
95% confidence. In VST AR, all shape x shadow interactions were significant. In contrast, for OST AR the effect of shadow was only significant for
the cube and for VR it was only significant for the sphere.
judgments, where judgments were more accurate for the cube than the
sphere in all three XR devices. Judgments for the icosahedron were
more accurate than the sphere in VST AR and OST AR. Given that there
was only one condition where people’s judgments were more accurate
for the sphere than another target shape, our current study provides
some evidence that spheres may be less effective than other shapes
in establishing surface contact. This finding may have implications
for depth perception in XR studies, as spheres are a common target
object used in distance perception research for these devices [4, 22,
46, 47]. In addition, while our results suggest an overall advantage
for light shadows for AR, there were some differences in these effects
for specific shapes and devices. The benefit of light shadows was
largely driven by the cube in OST AR. But, in VST AR all shapes were
significantly influenced by the presence of a shadow.
There are limitations to the present experiment. All objects were
viewed from a single vantage point, which may affect how generaliz-
able our results are to other geometric shapes and perspectives in XR.
This concern is supported by prior research, which has demonstrated
that spatial perception can be influenced by viewing angle [3,34]. Some
prior behavioral studies in AR have made conscious efforts to display
objects at multiple orientations to subvert any possible effects of ori-
entation [22]. Others have displayed objects at varying heights and
distances [2]. Thus, to understand better how the placement of an
object may affect people’s ability to determine surface contact, we will
evaluate target objects at different orientations in the next experiment.
A second limitation is that we do not evaluate any 3D objects that
have a comparable complexity to those that might be used in typical AR
and VR applications. All three objects that we evaluated were simple
geometric shapes. As highlighted by Powell et al. [49], an object’s
geometry has the ability to influence one’s perception of space. In
Powell and colleagues’ study, researchers evaluated people’s ability
to reach and grasp virtual spheres, icosahedrons, and apples in VR.
They found that the richer geometry cues provided by the icosahedron
and apple positively influenced reaching and grasping behaviors. In
a similar manner, Do et al. [15] evaluated the effect of object color
and luminance on objects of different shapes for depth judgments in
mobile AR. They found interactions with color and luminance on depth
perception. The findings of both of these studies motivate us to evaluate
a more complex geometric shape in our next experiment.
6 EXPERIMENT 2: COMPLEXITY AND ORIENTATION
In this experiment, we investigated if shape complexity and orientation
influenced the perception of surface contact when dark and light shad-
ows were present. Figures 10 and 11, which display the experimental
stimuli used in Experiment 2, present a strong visual argument for
investigating orientation given we can observe changes in shape and
shading between an object and its cast shadows in these images with
rotation. To address these concerns, we evaluated two target objects, a
cube and the Stanford dragon, at two orientations, rotated by
0◦
and ro-
tated by
45◦
, in our second study. Our hypotheses for these experiments
were as follows:
H4
: In our first experiment, people’s surface contact judgements
were more accurate for the cube than the sphere across all XR de-
vices. Although the sphere was technically a more complex geometric
shape [15, 20]—where geometric complexity is defined by the number
of polygons used to construct a given object’s mesh—the resulting
shape was nonetheless a geometric primitive. As such, in our second
experiment we evaluated a notably more complex object, the Stanford
dragon, which consisted of 113,000 polygons.
Although the dragon object provides additional depth from shad-
ing information due to its complexity, we anticipated that people’s
responses to the cube would be more accurate, given the importance
of contour junctions (e.g., T-junctions) as local cues for occlusion [52]
when perceiving surfaces [41]. Accordingly, the straight, rectilinear
edges of the cube should prove more beneficial to ground contact
judgments. This finding would provide evidence against the idea
that more complex geometries are inherently better for depth percep-
tion [5, 15, 49].
H5
: Based on the results from our first study, we once again pre-
dicted that people’s surface contact judgments would be more accurate
for the light shadow condition than the dark shadow condition across
both AR devices.
H6
: We predicted that, overall, a change in object orientation would
affect participants’ surface contact judgments given that changes in
orientation can alter both the perceived shape of the surface contact and
its associated cast shadow for the viewer. Because the starting position
(
0◦
) was different for the cube and the dragon, it’s possible that the
45◦
rotation might have deferentially affected the perception of the shapes.
Therefore, we also include an interaction between shape and orientation
in our analysis.
6.1 Participants
The same six individuals (3M, 3F) aged 23–30 volunteered to par-
ticipate in our second experiment. Our experimental methods were
approved by the local institutional review board, written consent was
obtained from all subjects prior to participation, and each participant
was paid 20 USD for 2-3 hours of their time.
Fig. 10. The cube from Experiment 1 is rotated by 45
◦
and evaluated
under the same shadow shading methods and vertical displacements in
Experiment 2. Here both cubes are shown for visual comparison.
6.2 Design
Our experimental design for the second evaluation mirrored the one
employed by our first, in which a temporal two-alternative forced choice
(2AFC) paradigm with a method of constant stimuli was employed.
All experimental details were the same, except for the independent
variables. We used the same testing environment, height displacement
values (between 0 and 6mm), the same number of comparisons, and
the same number of trials. We employed two models, the cube from
Experiment 1, and the Stanford Dragon,
1
tesselated to have 113,000
polygons.
Each participant evaluated two cast shadow conditions (dark and
light) over three different object + orientation conditions: the cube
rotated by
45◦
, the Stanford dragon rotated by
0◦
, and the Stanford
dragon rotated by
45◦
. This resulted in 6 unique combinations of ex-
perimental stimuli. However, our analysis evaluated 8 combinations
of stimuli, as we included the non-rotated cube condition (with both
shadow conditions) from Experiment 1. The Experiment 1 data was
included to prevent participant fatigue from an increased number of
trials and because the participants were the same, so concerns about
individual differences overall are low. In the second experiment, 1,980
points of data were collected from each volunteer for a total of 11,880
data points. When combined with the cube data from the first experi-
ment, each participant completed 2,640 trials for a total of 15,840 trials
across all participants.
Using the same approach that we employed for Experiment 1, we
evaluated the extent to which participant variance accounted for vari-
ance in our collected data by calculating the intraclass correlation
coefficient (ICC) for Experiment 2. For the OST AR display condition
we found
τost
= 0.006 and for the VST AR display we found
τvst
=
0.028. For the VR display condition
τvr
= 0.023. Because our ICC
values were near zero, we determined that our experimental findings
were not significantly influenced by between-participant variation.
6.3 Procedure
The procedure for the second experiment followed the same protocol
used in Experiment 1. However, this time volunteers did not undergo
training for the devices and experimental paradigm since they had
already performed a very similar experimental task in Experiment 1.
6.4 Results
Statistical Analyses For our analyses, we used the binary logistic
regression model approach that we employed in the first study (See
Section 5.4) to analyze participants’ 2AFC judgements for each of the
three XR devices. Separate GLMs with logit link functions were run
for each device to understand how an object’s cast shadow shading,
geometric complexity, and orientation affected people’s surface contact
judgments in each device. Specifically, we modeled binary outcomes
(correct or incorrect) for our predictors: object shape, object orientation,
shadow shading, and height. Height was recorded in millimeters then
1http://graphics.stanford.edu/data/3Dscanrep/
Fig. 11. In Experiment 2, the Stanford dragon was also rendered in
each display and shown at two orientations. All other shading and
displacement factors were the same as in Experiment 1.
Table 3. Experiment 2 — The accuracy for each shape and shadow
condition tested reported with the standard errors.
Accuracy for Experiment 2
Condition OST AR VST AR VR
Cube 85% [.7%]92% [.5%]94% [.5%]
Dragon 90% [.6%]81% [.8%]83% [.8%]
Dark 81% [.8%]83% [.8%]86% [.7%]
Light 94% [.5%]91% [.6%]90% [.6%]
Origin (0◦) 84% [.7%]87% [.7%]86% [.7%]
Rotated (45◦) 91% [.6%]87% [.7%]91% [.6%]
centered at zero and treated as continuous. Object shape (2 levels:
cube and dragon), orientation (2 levels: rotated by
0◦
and by
45◦
), and
shadow shading (2 levels: dark and light) were treated as categorical
factors. These factors were deviation coded. For shadow shading, dark
was coded as -.5 and light was .5; for shape, cube was -.5 and dragon
was .5; for orientation, 0◦was -.5 and 45◦was .5.
We tested three planned comparisons for each device. These compar-
isons were: 1) whether surface contact judgments differed for different
object geometries (i.e.,
H4
the main effect of object shape); 2) the
difference in surface contact judgments between dark and light shadow
shading across all other conditions (i.e.,
H5
the main effect of shadow
shading); and 3) whether an object’s orientation influenced people’s
surface contact judgments (i.e.,
H6
the main effect of orientation). We
also included an interaction between object shape and shading and an
interaction between object shape and orientation to better understand
the relationship between these variables.
6.4.1 Optical See-through AR
We show the average percent of correct response for each of the evalu-
ated main effects in Table 3, and the results of the logistic regression
for the OST AR display data are presented in Table 4. We expected
participants to be more likely to correctly indicate which object was
on the ground as the height of target objects increased. The improve-
ment of participants’ performance as height increased is demonstrated
statistically by a main effect of height in our logistic regression model
(
OR =1.13
,
p< .001
). An odds ratio (
OR
) of 1.13 indicates that for
every 1mm increase in height, the odds of correctly stating which object
was closer to the ground increased by a factor of 1.13.
H4: Does an object’s complexity matter? People were more
accurate when assessing surface contact with the dragon than the cube,
with 90% and 85% accuracy, on average, overall (Figure 12). Our statis-
tical analysis revealed that this relationship was significant given that—
when averaged across shadow shading, orientation, and height—the
dragon shape in our model was more likely to elicit correct responses
than the cube with an odds ratio of 1.38 (
p< .01
). As such, people
were 1.38 times more likely to correctly assess surface contact when
presented with the dragon. This outcome differs from what we observed
in both the VST AR and VR conditions as reported in Sections 6.4.2
and 6.4.3. In these devices surface contact judgments to the cube were
more accurate than judgments to the dragon.
H5: Does shadow shading method matter? The main effect
for shadow (
OR =3.70
,
p< .001
) indicates that a correct response
was 3.70 times more likely when the object was presented with a light
shadow compared to a dark shadow, when collapsed across shape,
orientation, and height. On average, people were 94% accurate when
presented with the light shadow and 81% accurate when presented
with the dark shadow (See Figure 13). There was also a significant
interaction between shape and shadow (
OR =.41
,
p< .001
). Analysis
of the shadow simple slopes by shape indicated that, for both shapes,
a light shadow was more likely to yield a correct judgment of ground
contact than a dark shadow (supporting the main effect of shadow).
Table 4. Experiment 2 — Results of planned comparisons using binary logistic regression models for each display condition are displayed. Bis the
regression coefficient,
SEB
is the standard error of the regression coefficient,
OR
is the odds ratio, and
CIOR
is the confidence interval associated with
the odds ratio. Negative values for Bindicate that the first factor in the comparison was more accurate, whereas positive values indicate that the
second factor was more accurate.
Results for Experiment 2
OST AR VST AR VR
Predictor B SEBOR [CI]OR B SEBOR [CI]OR B SEBOR [CI]OR
Shape (cube vs dragon) .32 ** .11 1.38 [1.12,1.70]−1.15 *** .10 .32 [.26, .39]−1.31 *** .11 .27 [.22, .33]
Shadow (dark vs light) 1.31 *** .10 3.70 [3.02,4.55].91 *** .10 2.47 [2.03,3.04].52 *** .11 1.68 [1.36,2.08]
Orien (0◦vs 45◦).67 *** .10 1.96 [1.62,2.38]−.06 .10 .94 [.78,1.14]−.13 .11 .88 [.71,1.08]
Shape×Shadow −.90 *** .21 .41 [.27, .61]−.50 * .21 .61 [.40, .91]−0.45 * .21 .64 [.42, .97]
(cube: dark vs light) 1.76 *** .15 5.79 [4.35,7.71]1.15 *** .17 3.17 [2.25,4.46].74 *** .18 2.11 [1.47,3.02]
(dragon: dark vs light) .87 *** .15 2.37 [1.77,3.17].66 *** .11 1.93 [1.55,2.40].29 ** .11 1.34 [1.08,1.67]
Shape×Orien −0.51 ** .20 .61 [.41, .88].20 .19 1.22 [.84,1.79].77 *** .21 2.16 [1.43,3.29]
(cube: 0◦vs 45◦).93 *** .13 2.53 [1.95,3.27]−.16 .16 .85 [.63,1.16]−.52 ** .18 .60 [.42, .85]
(dragon: 0◦vs 45◦).42 ** .14 1.52 [1.15,2.02].04 .11 1.04 [.84,1.29].26 * .11 1.29 [1.04,1.61]
Height .12 *** .01 1.13 [1.11,1.14].09 *** .01 1.09 [1.08,1.11].08 *** .01 1.08 [1.07,1.10]
Intercept 2.50 *** .07 12.13 [10.71,13.83]2.25 *** .06 9.50 [8.51,10.67]2.39 *** .06 10.88 [9.69,12.28]
∗p< .5∗ ∗ p< .01 ∗∗∗p< .001
The simple slopes are depicted in Figure 14. However, this effect was
stronger for the cube (
OR =5.79
,
p< .001
) than the dragon (
OR =
2.37, p< .001).
H6: Does object orientation matter? There was a significant
main effect of orientation (
OR =1.96
,
p< .001
) indicating that, overall,
participants were more likely to make a correct judgment when the
object was rotated
45◦
from its starting position. On average, people’s
judgments to targets at their original orientation were 84% accurate and
their judgments to rotated targets were 91% accurate in the HoloLens.
This main effect was qualified by an interaction between object shape
and orientation (
OR =.60
,
p< .01
). In order to interpret the interaction,
we calculated the orientation simple slopes for each shape. For both
shapes, the likelihood of correctly judging ground contact was higher
for the
45◦
orientation than the
0◦
orientation (supporting the main
effect of orientation). However, this effect was stronger for the cube
(OR =2.53, p< .001) than for the dragon (OR =1.52, p< .01).
6.4.2 Video See-through AR
We show the average percent correct response for each of the evaluated
main effects in Table 3. The results of our statistical analyses are
reported in Table 4. For VST AR we again found a main effect of
height (
OR =1.09
,
p< .001
) such that for every 1mm increase in
height, the odds of correctly stating which object was closer to the
ground increased by a factor of 1.09. Accordingly, as the height of the
vertically displaced object increased, participants were more likely to
correctly indicate which object was on the ground.
H4: Does an object’s complexity matter? The cube shape was
more likely to elicit correct responses than the dragon (
OR =.32
,
p< .001
), suggesting that object complexity is not inherently ben-
eficial to surface contact perception. People’s judgments were 92%
accurate, on average, when assessing surface contact with the cube
and 81% accurate, on average, when assessing contact with the dragon
(Figure 12).
H5: Does shadow shading method matter? The main effect
for shadow (
OR =2.47
,
p< .001
) indicates that a correct response
was 2.47 times more likely when the object was presented with a light
shadow compared to a dark shadow. On average, people were 91%
accurate with the light shadow and they were 83% accurate with the
dark shadow when evaluating surface contact (See Figure 13). In
addition, there was a significant interaction between shape and shadow
(
OR =.61
,
p< .05
). Analysis of the shadow by shape simple slopes
indicated that the effect of shadow was significant for both shapes (See
Figure 14 (center)). For both shapes, the probability of correct response
was higher when a light shadow was presented compared to a dark
shadow. However, this effect was stronger for the cube (
OR =3.17
,
p< .001) than the dragon (OR =1.93, p< .001).
H6: Does object orientation matter? There was no main effect
of orientation in VST AR. People’s surface contact judgments to tar-
gets when positioned at their original orientations and when rotated
were 87% accurate, on average. The interaction between orientation
and shape was also insignificant. In other words, the probability of
providing a correct response was not significantly different between the
two orientations in VST AR. This outcome differs from the results of
our analyses in the OST AR and VR conditions, both of which found
that people’s judgments were more accurate on average to the rotated
targets.
Fig. 12. Experiment 2 — Average percentage of correct responses for each target object shape by display condition: optical see-through AR
(left), video see-through AR (center), and virtual reality (right). Object complexity did not inherently benefit surface contact judgements. People’s
judgements were significantly more accurate when presented with the cube than the dragon in both the VST AR and VR conditions. The opposite
was true in OST AR.
6.4.3 Virtual Reality
The average rate of correct response for each main condition is reported
in Table 3, and the results of our statistical analyses are reported in
Table 4. For VR, we found a main effect of height (
OR =1.06
,
p<
.001
) such that for every 1mm increase in height, the odds of correctly
stating which object was closer to the ground increased by a factor
of 1.06.
H5: Does an object’s complexity matter? The cube was more
likely to elicit correct responses than the dragon (
OR =.27
,
p< .001
),
suggesting that object complexity is not inherently beneficial to surface
contact perception. Participants’ judgments were 94% accurate, on av-
erage, when assessing surface contact with the cube and 83% accurate,
on average, when assessing contact with the dragon (Figure 12).
H4: Does shadow shading method matter? The main effect
for shadow (
OR =1.68
,
p< .001
) indicates that a correct response
was 1.68 times more likely when the object was presented with a light
shadow compared to a dark shadow. Judgments of surface contact were
90% accurate, on average, in VR with the light shadow and they were
86% accurate, on average, with the dark shadow (See Figure 13). The
interaction between shape and shadow was also significant (
OR =.64
,
p< .05
). Unlike our results for Experiment 1, the analysis of the
shadow by shape simple slopes indicated that the effect of shadow
was significant for both shapes in VR (See Figure 14 (right)). The
probability of correct response was higher when a light shadow was
presented regardless of the object presented, although the shadow effect
was stronger for the cube (
OR =2.11
,
p< .001
) than the dragon (
OR =
1.34, p< .001).
H6: Does object orientation matter? The main effect of orienta-
tion was not significant. However, there was a significant interaction
between shape and orientation (
OR =2.16
,
p< .001
). On average,
people’s judgments to targets at their original orientation were 86%
accurate and their judgments to rotated targets were 91% accurate.
Analysis of the orientation by shape simple slopes indicated that a
correct response was more likely when the cube was presented at 0
◦
than when the cube was rotated 45
◦
(
OR =.60
,
p< .01
). In contrast,
the probability of a correct response was higher when the dragon was
rotated 45◦than when it was presented at 0◦(OR =1.29, p< .05).
6.4.4 How difficult was each condition?
After completing the second experiment, volunteers were asked to rank
each device by difficulty and by quality of graphics as in Experiment
1. All participants ranked the video see-through display as the most
difficult device (6/6) and the device with the lowest quality of graphics
(6/6). In contrast, the optical see-through display was most consistently
rated as the easiest display (4/6) and the display with the highest quality
of graphics (5/6). Ratings were also corroborated by comments at the
end of the survey. Both P2 and P4 stated that the HoloLens “felt more
clear,” and P1 commented that “the resolution of the Zed was really
painful for my eyes.”
Participants were also asked about the strategies they used to dis-
cern surface contact. P3 commented that the dragon was “easier but
more mentally exhausting... since the dragon moved.” Their comment
implied that they had to visually search for a shadow before mak-
ing a judgment. Their complaint is reasonable since, as the shape
of the dragon was asymmetrical, changes in orientation were more
pronounced (See Figure 11). P3 further bemoaned of the dragon that
“when too detailed it was overwhelming, [but] when not detailed enough
it became equally difficult to use.” P2 commented that the dragon pro-
vided more “pockets of shadow,” which altered their strategy such that
“It wasn’t just watching an edge, more like watching for shape and
quantity of shadow.” This comment hints that people may have been
able to use additional depth information provided by the dragon (e.g.,
shape from shading) to inform their judgments of surface contact.
6.5 Discussion
In Experiment 2, for both AR display conditions, we again found
that judgments of surface contact benefited from the presence of non-
photorealistic, light cast shadows. However, in contrast to our first study,
we also found that light shadows improved surface contact judgments in
VR. Looking at shape
×
shadow interactions for the cube in Experiment
1 and Experiment 2 in VR may provide some insight into this difference
in shadow effectiveness for VR between experiments. Both experiments
evaluated the same cube object, but the object was presented at a
new orientation in Experiment 2. Because we found a significant
difference in orientation for the cube and because we found an effect of
shadow shading condition in Experiment 2, we infer that the change in
orientation for the cube made the light shadows more important in VR.
Our hypothesis that surface contact judgments for the dragon would
be worse than the cube was partially supported. Although we found
better performance with the cube compared to the dragon in both VST
AR and VR, we found better performance with the dragon in OST
AR. With the current experiment alone, we are unable to explain why
judgments for the dragon in the OST AR device were significantly
more accurate than those for the cube. However, the current study pro-
vides evidence that more complex geometries do not inherently benefit
surface contact perception. Although complex 3D shapes can provide
more depth information via self-shading cues, it appears that other
factors such as the bottom edge of the object may be more important.
However, additional future research is needed to verify this claim.
Given the effects of orientation that we found in both the OST AR
and VR displays, it will be important to consider the orientation of
objects in XR in future application development. This finding is in
line with prior research which shows that the angle from which we
view a 3D object may affect spatial perception judgments related to
that object [3, 34]. The lack of difference in orientation for the video
see-through conditions requires further investigation.
7 GENERAL DISCUSSION
Perception of surface contact is important for determining the scale of
space and for governing our interactions within space. Cast shadows
provide important information about surface contact, and thus provide
important cues to our visual system for perceiving and acting with our
surroundings [2, 42, 62]. In certain types of XR displays, rendering cast
Fig. 13. Experiment 2 — Average percentage of correct responses for each target object shadow by display condition: optical see-through AR (left),
video see-through AR (center), and virtual reality (right). People were significantly more accurate when shadow shading was light, rather than dark in
all three display conditions.
Fig. 14. Experiment 2 — Predicted probability of correct response for shape (cube, dragon) and shadow (dark, light) interactions with 95% confidence.
For all three devices a light shadow was more likely to elicit a correct judgement of surface contact than a dark shadow, regardless of shape. In
addition, this effect was stronger for the cube than for the dragon.
shadows is difficult. Therefore, this paper manipulated cast shadow
rendering across different object shapes in XR displays. Our goal was
to see if a unified framework would emerge to help designers better
design for accurate spatial perception in XR, given the difficulties with
rendering realistic, dark shadows in current technology.
We hypothesized that people would be more likely to correctly
perceive surface contact when shadows were illuminated with light
rather than dark color values. This hypothesis was based on prior
work [2, 31]. We found support for these hypotheses (
H2
and
H5
) for
two types of AR devices across two experiments. We also hypothesized
that surface contact judgments would be complex and affected by the
shape of an object associated with a given surface (
H1
). This hypothesis
was derived from the idea that if a shadow provides visible glue with
a surface, then the shape of the object to which that glue is applied
should interact with shadow effectiveness [36, 62]. We found support
for this hypothesis as well, although we evaluated relatively simple
object shapes in our first study.
In our second study, we directly investigated the effect of an object’s
complexity and orientation on surface contact judgments. Consistent
with the reasoning above, we hypothesized that orientation would
affect the perception of ground contact (
H6
). We found that orientation
mattered for surface contact judgments in OST AR and VR, but we
did not find a difference in VST AR, only partially confirming this
hypothesis. Our results suggest that future investigations of surface
contact and depth perception may be better able to generalize their
findings if targets are presented at multiple orientations like in Gao et
al. [22].
Given prior research on the importance of contour junctions when
perceiving surfaces, we also hypothesized that a more complex geomet-
ric shape would not inherently benefit surface contact judgements (
H4
).
Instead, we predicted that people’s contact judgements for a cube,
which provides clear T-junctions between itself and the surface beneath
it, would be more accurate than judgements for a shape with more
complex contour junctions. Our hypothesis was confirmed in VST
AR and VR, but not for OST AR, where the opposite was true. This
outcome supports the idea that more complex shapes do not inherently
benefit surface contact perception, but it is less informative about what
properties of the two evaluated objects led to different outcomes for
different displays.
One general finding that we can extract from this set of experiments
is that the realistic shadows are not requisite for accurate surface contact
perception. Further, non-photorealistic (light) shadows will likely work
well across XR devices. Our findings give XR designers some latitude
for general design, as they provide evidence that more stylized graphics
may used in XR applications without detracting from people’s spatial
perception. In addition, there are many AR applications in which accu-
rate spatial perception may be more important than graphical realism
(e.g., AR games [23, 30] or training applications [26, 35]).
Our findings on shape, complexity, and orientation are more com-
plicated. It may be that they do not generalize well across XR devices
and that general guidelines are not appropriate here. Clearly, more
work is needed on shape and orientation, but our results do offer some
initial suggestions. For object shape, we found only one case across all
three XR devices where judgments were more accurate for the sphere
than another target shape (e.g., sphere compared to the icosahedron
in VR). Do et al. [15] found that depth judgments to spheres were
more sensitive to changes in luminance than other shapes in mobile
AR. Both our results and those of Do et al. [15] may caution against
the use of spheres for AR applications that require accurate spatial
perception. Finally, our findings on orientation may have implications
for the development of XR applications. The angle from which we
view a 3D object can affect spatial perception judgments related to
that object [3, 34]. For the development of XR applications, however,
understanding how specific shapes and orientations of objects influence
where people perceive them to be positioned in space may be important.
7.1 Limitations
A limitation of the current work is that we did not manipulate object
shading in our experiments. Prior research on surface contact percep-
tion in XR has evaluated the effect of differences in object and shadow
shading on people’s surface contact judgments [2]. Based on this prior
research, we elected to use a median gray value to shade all of our test
objects to mitigate any effects of target object shading, although we
recognize that this reduces generalizability. Further, neither the current
work nor the prior work conducted by Adams et al. [2] manipulated the
color of background surfaces on which target objects were displayed.
Yet just as an object’s shading color may influence our spatial percep-
tion of that object in space [3, 14, 15, 48], so too may the backdrop
upon which it is presented [45]. In our case, we used the same, median
blue tablecloth in both experiments. Further work will need to test
background surfaces of varying color and texture to fully understand
how these may interact with shadows in XR devices.
It is also possible that the decision to include cube data from Ex-
periment 1 in our analysis for Experiment 2 may have affected our
analysis of orientation since cube orientation varied between the two
sessions. Specifically, it is possible that training effects could have
occurred between sessions since the same cube object was used in
both experiments. However, on average people’s surface contact rat-
ings for the cube in the second session were less accurate for both the
VST AR (
93% →92%
) and VR (
95% →94%
) conditions. Accord-
ingly, we believe that participants’ responses varied due to changes in
orientation—not due to training effects.
8 CONCLUSIONS
This paper demonstrates that there are advantages to non-photorealistic
rendering of cast shadows for surface contact judgments in XR. We
found that judgments were better with light shadows in two types of AR
devices and in VR under certain conditions. In arriving at this finding
we experimented with a variety of object shapes, orientations, and
complexities. Our findings suggest that under certain circumstances it
may be desirable to use light shadows in XR applications in order to
denote surface contact.
Because the light shadows in our current study enhanced people’s
accuracy in surface contact judgments—it may be worthwhile to evalu-
ate whether more ambitious non-photorealistic rendering approaches
facilitate spatial perception in AR. Evaluating colorful shadows, like
those designed by Ooi et al. [44], for AR may be a desirable starting
point. If more research findings are able to confirm the benefits of
non-photorealistic rendering for spatial perception in AR, then we may
encourage the use of more stylized graphical elements for designers
and developers of XR applications. Intriguing design studies like the
one conducted by Sun et al. [60] that enhance users’ ability to position
objects in 3D space using non-photorealistic surface contact cues are
already underway.
However, we must be cautious about arbitrarily applying non-
photorealistic effects to XR applications before understanding how
they affect perception. Our work and recent research studies conducted
by other groups [2,60,63] encourage the use of stylized graphics in AR,
but these results do not imply that all non-photorealistic rendering tech-
niques will be similarly beneficial. The results of Cidota et al. [13], in
which blur and fade were shown to have adverse effects on action-based
depth judgments in AR within personal space, provides some evidence
towards the need for caution. Interestingly, much of the theoretical
work on perception in augmented reality has speculated the graphics
would need to match reality for accurate depth perception [1, 16, 33].
But more recent empirical findings provide counter evidence for this
idea.
Our current findings may have ramifications for egocentric depth
judgments in XR displays given prior distance perception research in
which people’s egocentric distance estimates to targets were more ac-
curate when cast shadows were present [42]. In future research, it may
be worthwhile to evaluate how object shape and cast shadow shading
manipulations affect more direct measures of depth perception. Rosales
et al. [51] demonstrated that, in the absence of cast shadows, people
perceive an object that is placed above the ground incorrectly as far-
ther away. This may help explain some of the effects of overestimation
found in prior AR depth perception research, especially given that many
studies use floating objects in their assessments [46, 55, 61]. In future
work, we intend to evaluate how photorealistic and non-photorealistic
shadows affect egocentric depth judgments in XR displays.
ACK NOW LE DGM EN TS
The authors wish to thank William B. Thompson for his insight and
Sam Halimi for his wit. This work was supported by the Office of
Naval Research under grant N00014-18-1-2964
REFERENCES
[1]
H. Adams. Resolving cue conflicts in augmented reality. In 2020 IEEE
Conference on Virtual Reality and 3D User Interfaces Abstracts and
Workshops (VRW), pp. 547–548. IEEE, 2020.
[2]
H. Adams, J. Stefanucci, S. Creem-Regehr, G. Pointon, W. Thompson,
and B. Bodenheimer. Shedding light on cast shadows: An investigation of
perceived ground contact in ar and vr. IEEE TVCG [Accepted with Minor
Revisions], 0(0):0, 2021.
[3]
J.-g. Ahn, E. Ahn, S. Min, H. Choi, H. Kim, and G. J. Kim. Size perception
of augmented objects by different ar displays. In C. Stephanidis, ed.,
HCI International 2019 - Posters, pp. 337–344. Springer International
Publishing, Cham, 2019.
[4]
C. Armbr
¨
uster, M. Wolter, T. Kuhlen, W. Spijkers, and B. Fimm. Depth
perception in virtual reality: distance estimations in peri-and extrapersonal
space. Cyberpsychology & Behavior, 11(1):9–15, 2008.
[5]
R. J. Bailey, C. M. Grimm, and C. Davoli. The real effect of warm-cool
colors. Report Number: WUCSE-2006-17. All Computer Science and
Engineering Research, 2006.
[6]
M. Berning, D. Kleinert, T. Riedel, and M. Beigl. A study of depth
perception in hand-held augmented reality using autostereoscopic displays.
In 2014 IEEE International Symposium on Mixed and Augmented Reality
(ISMAR), pp. 93–98, 2014.
[7]
R. Bogacz, E. Brown, J. Moehlis, P. Holmes, and J. D. Cohen. The physics
of optimal decision making: a formal analysis of models of performance
in two-alternative forced-choice tasks. Psychological review, 113(4):700,
2006.
[8]
H. H. B
¨
ulthoff and H. A. van Veen. Vision and action in virtual environ-
ments: Modern psychophysics in spatial cognition research. In Vision and
attention, pp. 233–252. Springer, 2001.
[9]
R. Casati. Methodological issues in the study of the depiction of cast
shadows: A case study in the relationships between art and cognition. The
Journal of Aesthetics and Art Criticism, 62(2):163–174, 2004.
[10]
R. Casati. Size from shadow: Some informational paths less traveled.
Ecological Psychology, 28(1):56–63, 2016.
[11]
R. Casati and P. Cavanagh. The visual world of shadows. MIT Press,
2019.
[12]
P. Cavanagh and Y. G. Leclerc. Shape from shadows. Journal of Ex-
perimental Psychology: Human Perception and Performance, 15(1):3,
1989.
[13]
M. A. Cidota, R. M. S. Clifford, S. G. Lukosch, and M. Billinghurst. Using
visual effects to facilitate depth perception for spatial tasks in virtual and
augmented reality. In 2016 IEEE International Symposium on Mixed and
Augmented Reality (ISMAR-Adjunct), pp. 172–177, 2016.
[14]
C. Diaz, M. Walker, D. A. Szafir, and D. Szafir. Designing for depth
perceptions in augmented reality. In 2017 IEEE International Symposium
on Mixed and Augmented Reality (ISMAR), pp. 111–122, Oct 2017. doi:
10.1109/ISMAR. 2017.28
[15]
T. Do, J. J. LaViola Jr., and R. McMahan. The effects of object shape,
fidelity, color, and luminance on depth perception in handheld mobile
augmented reality. In 2020 IEEE International Symposium on Mixed and
Augmented Reality(ISMAR), 2020.
[16]
D. Drascic and P. Milgram. Perceptual issues in augmented reality. In
M. T. Bolas, S. S. Fisher, M. T. Bolas, S. S. Fisher, and J. O. Merritt, eds.,
Stereoscopic Displays and Virtual Reality Systems III, vol. 2653, pp. 123 –
134. International Society for Optics and Photonics, SPIE, 1996. doi: 10.
1117/12.237425
[17] E. Eisemann, U. Assarsson, M. Schwarz, and M. Wimmer. Casting shad-
ows in real time. In ACM SIGGRAPH ASIA 2009 Courses, SIGGRAPH
ASIA ’09. Association for Computing Machinery, New York, NY, USA,
2009. doi: 10. 1145/1665817.1722963
[18]
S. Epstein. The stability of behavior: Ii. implications for psychological
research. American Psychologist, 35(9):790–806, 09 1980.
[19]
B. Farell and D. G. Pelli. Psychophysical methods, or how to measure
a threshold and why. Vision research: A practical guide to laboratory
methods, 5:129–136, 1999.
[20]
D. E. Fox and K. I. Joy. On polyhedral approximations to a sphere. In
Proceedings. Computer Graphics International (Cat. No. 98EX149), pp.
426–432. IEEE, 1998.
[21]
J. Frankenstein, F. Kessler, and C. Rothkopf. Applying psychophysics to
applied spatial cognition research. In J.
ˇ
S
k¸
ilters, N. S. Newcombe, and
D. Uttal, eds., Spatial Cognition XII, pp. 196–216. Springer International
Publishing, Cham, 2020.
[22]
Y. Gao, E. Peillard, J.-M. Normand, G. Moreau, Y. Liu, and Y. Wang.
Influence of virtual objects’ shadows and lighting coherence on distance
perception in optical see-through augmented reality. Journal of the Society
for Information Display, 2019.
[23]
M. Haller, C. Hanl, and J. Diephuis. Non-photorealistic rendering tech-
niques for motion in computer games. Comput. Entertain., 2(4):11, Oct.
2004. doi: 10. 1145/1037851.1037869
[24]
C. R. Harrison and K. M. Robinette. Caesar: Summary statistics for the
adult population (ages 18-65) of the united states of america. Techni-
cal report, Air Force Research Lab Wright-Patterson AFB OH Human
Effectiveness Directorate, 2002.
[25]
J. Hertel and F. Steinicke. Augmented reality for maritime navigation
assistance-egocentric depth perception in large distance outdoor environ-
ments. In 2021 IEEE Virtual Reality and 3D User Interfaces (VR), pp.
122–130. IEEE, 2021.
[26]
J. C. Ho. Real-world and virtual-world practices for virtual reality games:
Effects on spatial perception and game performance. Multimodal Tech-
nologies and Interaction, 4(1):1, 2020.
[27]
H. H. Hu, A. A. Gooch, W. B. Thompson, B. E. Smits, J. J. Rieser, and
P. Shirley. Visual cues for imminent object contact in realistic virtual
environment. In IEEE Visualization, pp. 179–185, 2000.
[28]
R. Ihaka and R. Gentleman. Development core team (2009). r: A language
and environment for statistical computing. r foundation for statistical
computing, vienna, austria. URL http://www. R-project. org.(Accessed 16
October 2009), 1996.
[29]
S. Ikeda, Y. Kimura, S. Manabe, A. Kimura, and F. Shibata. Shadow
induction on optical see-through head-mounted displays. Computers &
Graphics, 91:141 – 152, 2020. doi: 10.1016/j.cag. 2020.07.003
[30]
M. Keo. Graphical style in video games. Programme in Information
Technology Riihim ¨
aki, 2017.
[31]
D. Kersten, P. Mamassian, and D. C. Knill. Moving cast shadows induce
apparent motion in depth. Perception, 26(2):171–192, 1997.
[32]
D. C. Knill, P. Mamassian, and D. Kersten. Geometry of shadows. JOSA
A, 14(12):3216–3232, 1997.
[33]
E. Kruijff, J. E. Swan, and S. Feiner. Perceptual issues in augmented
reality revisited. In 2010 IEEE International Symposium on Mixed and
Augmented Reality, pp. 3–12, 2010.
[34]
R. Lawson and H. H. B
¨
ulthoff. Using morphs of familiar objects to
examine how shape discriminability influences view sensitivity. Perception
& psychophysics, 70(5):853–877, 2008.
[35]
J. Lopez-Moreno, J. Jimenez, S. Hadap, E. Reinhard, K. Anjyo, and
D. Gutierrez. Stylized depiction of images based on depth perception. In
Proceedings of the 8th International Symposium on Non-Photorealistic
Animation and Rendering, NPAR ’10, p. 109–118. Association for Com-
puting Machinery, New York, NY, USA, 2010. doi: 10.1145/1809939.
1809952
[36]
C. Madison, W. Thompson, D. Kersten, P. Shirley, and B. Smits. Use of in-
terreflection and shadow for surface contact. Perception & Psychophysics,
63(2):187–194, 2001.
[37]
P. Mamassian. Impossible shadows and the shadow correspondence prob-
lem. Perception, 33(11):1279–1290, 2004.
[38]
P. Mamassian, D. C. Knill, and D. Kersten. The perception of cast shadows.
Trends in cognitive sciences, 2(8):288–295, 1998.
[39]
S. Manabe, S. Ikeda, A. Kimura, and F. Shibata. Casting virtual shadows
based on brightness induction for optical see-through displays. In 2018
IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp.
627–628, 2018.
[40]
S. Manabe, S. Ikeda, A. Kimura, and F. Shibata. Shadow inducers: In-
conspicuous highlights for casting virtual shadows on ost-hmds. In 2019
IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp.
1331–1332, March 2019. doi: 10. 1109/VR.2019.8798049
[41]
K. Nakayama and S. Shimojo. Experiencing and perceiving visual surfaces.
Science, 257(5075):1357–1363, 1992.
[42]
R. Ni, M. L. Braunstein, and G. J. Andersen. Perception of scene layout
from optical contact, shadows, and motion. Perception, 33(11):1305–1318,
2004. PMID: 15693673. doi: 10.1068/p5288
[43]
Z. Noh and M. S. Sunar. A review of shadow techniques in augmented
reality. In 2009 Second International Conference on Machine Vision, pp.
320–324, 2009. doi: 10. 1109/ICMV.2009.41
[44]
C. W. Ooi and J. Dingliana. Colored cast shadows for improved visibility
in optical see-through ar. In SIGGRAPH Asia 2020 Posters, SA ’20.
Association for Computing Machinery, New York, NY, USA, 2020. doi:
10.1145/3415264. 3425442
[45] K. Ozkan and M. L. Braunstein. Background surface and horizon effects
in the perception of relative size and distance. Visual cognition, 18(2):229–
254, 2010.
[46]
E. Peillard, F. Argelaguet, J. Normand, A. L
´
ecuyer, and G. Moreau. Study-
ing exocentric distance perception in optical see-through augmented reality.
In 2019 IEEE International Symposium on Mixed and Augmented Reality
(ISMAR), pp. 115–122, 2019. doi: 10. 1109/ISMAR.2019.00-13
[47] E. Peillard, Y. Itoh, G. Moreau, J. M. Normand, A. L ´
ecuyer, and F. Arge-
laguet. Can retinal projection displays improve spatial perception in
augmented reality? In 2020 IEEE International Symposium on Mixed and
Augmented Reality (ISMAR), pp. 80–89, 2020. doi: 10. 1109/ISMAR50242
.2020.00028
[48]
J. Ping, B. H. Thomas, J. Baumeister, J. Guo, D. Weng, and Y. Liu. Effects
of shading model and opacity on depth perception in optical see-through
augmented reality. Journal of the Society for Information Display, 2020.
[49]
V. Powell. Visual properties of virtual target objects: implications for
reaching and grasping tasks in a virtual reality rehabilitation context. PhD
thesis, University of Portsmouth, 2012.
[50]
N. Prins et al. Psychophysics: a practical introduction. Academic Press,
2016.
[51]
C. S. Rosales, G. Pointon, H. Adams, J. Stefanucci, S. Creem-Regehr,
W. B. Thompson, and B. Bodenheimer. Distance judgments to on- and
off-ground objects in augmented reality. In 2019 IEEE Conference on
Virtual Reality and 3D User Interfaces (VR), pp. 237–243, 2019.
[52]
N. Rubin. The role of junctions in surface completion and contour match-
ing. Perception, 30(3):339–366, 2001.
[53]
I. Schuetz, T. S. Murdison, K. J. MacKenzie, and M. Zannoli. An explana-
tion of fitts’ law-like performance in gaze-based selection tasks using a
psychophysics approach. In Proceedings of the 2019 CHI Conference on
Human Factors in Computing Systems, pp. 1–13, 2019.
[54]
G. Singh, S. R. Ellis, and J. E. Swan. The effect of focal distance, age,
and brightness on near-field augmented reality depth matching. IEEE
Transactions on Visualization and Computer Graphics, 26(2):1385–1398,
2020.
[55]
G. Singh, J. E. Swan, J. A. Jones, and S. R. Ellis. Depth judgments by
reaching and matching in near-field augmented reality. In 2012 IEEE
Virtual Reality Workshops (VRW), pp. 165–166. IEEE, 2012.
[56]
M. Slater, M. Usoh, and Y. Chrysanthou. The influence of dynamic
shadows on presence in immersive virtual environments. In Selected
Papers of the Eurographics Workshops on Virtual Environments ’95, VE
’95, p. 8–21. Springer-Verlag, Berlin, Heidelberg, 1995.
[57]
P. L. Smith and D. R. Little. Small is beautiful: In defense of the small-n
design. Psychonomic bulletin & review, 25(6):2083–2101, 2018.
[58]
W. Steptoe, S. Julier, and A. Steed. Presence and discernability in conven-
tional and non-photorealistic immersive augmented reality. In 2014 IEEE
International Symposium on Mixed and Augmented Reality (ISMAR), pp.
213–218, 2014. doi: 10. 1109/ISMAR.2014.6948430
[59]
N. Sugano, H. Kato, and K. Tachibana. The effects of shadow represen-
tation of virtual objects in augmented reality. In Proceedings of the 2nd
IEEE/ACM International Symposium on Mixed and Augmented Reality,
ISMAR ’03, p. 76. IEEE Computer Society, USA, 2003.
[60]
J. Sun, W. Stuerzlinger, and D. Shuralyov. Shift-sliding and depth-pop for
3d positioning. In Proceedings of the 2016 Symposium on Spatial User
Interaction, SUI ’16, p. 69–78. Association for Computing Machinery,
New York, NY, USA, 2016. doi: 10.1145/2983310. 2985748
[61]
J. E. Swan, G. Singh, and S. R. Ellis. Matching and reaching depth
judgments with real and augmented reality targets. IEEE Transactions on
Visualization and Computer Graphics, 21(11):1289–1298, 2015. doi: 10.
1109/TVCG.2015. 2459895
[62]
W. B. Thompson, P. Shirley, B. Smits, D. J. Kersten, and C. Madison.
Visual glue. University of Utah Technical Report UUCS-98-007, 1998.
[63]
K. Vaziri, P. Liu, S. Aseeri, and V. Interrante. Impact of visual and
experiential realism on distance perception in vr using a custom video
see-through system. In Proceedings of the ACM Symposium on Applied
Perception, SAP ’17. Association for Computing Machinery, New York,
NY, USA, 2017. doi: 10.1145/3119881. 3119892
[64]
L. Wanger. The effect of shadow quality on the perception of spatial
relationships in computer generated imagery. In Proceedings of the 1992
symposium on Interactive 3D graphics, pp. 39–42, 1992.
[65]
A. Yonas, L. T. Goldsmith, and J. L. Hallstrom. Development of sensitivity
to information provided by cast shadows in pictures. Perception, 7(3):333–
341, 1978.