Electronics, Vol. 13, Pages 1536: Examination of Accurate Exocentric Distance Estimates in a Virtual Environment Using a Desktop Display and the Gear VR

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Electronics, Vol. 13, Pages 1536: Examination of Accurate Exocentric Distance Estimates in a Virtual Environment Using a Desktop Display and the Gear VR

Electronics doi: 10.3390/electronics13081536

Authors: Tibor Guzsvinecz Judit Szűcs Erika Perge

Spatial perception plays a critical role in virtual worlds and real environments, as it can impact navigation abilities. To understand this influence, the conducted study investigated the effects of human characteristics and immersion levels on the exocentric distance estimation process in virtual environments. As the first step, a virtual environment was implemented for both desktop and Gear VR head-mounted displays. Afterward, the exocentric distance estimation skills of 229 university students were examined. Out of these students, 157 used the desktop display, and 72 used the Gear VR. Using logistic regression analysis and linear regression analysis methods, their effects on the probabilities of accurate estimates and their estimation times were investigated. According to the results, gender, video game playtime per week, height, and display device had significant effects on the former, whereas dominant hand, video game playtime per week, height, and display device had significant effects on the latter. The results also show that by using the head-mounted display, the likelihood of the students estimating exocentric distances accurately significantly decreased; however, they were significantly faster with it. These findings can influence the development of more accessible and effective virtual environments in the future.

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