Virtual Proxemics
Triangulated Pointing Task

Recent advances in hardware technologies make it possible to build immersive projection environments (IPE), such as a CAVE, with a large room-sized interactive workspace. Such IPEs support natural forms of interaction with the displayed virtual world in the egocentric frame of reference of the observer, including real walking. These affordances facilitate spatial impressions of the VE that are important for exploration and review in a wide range of application domains such as architecture and engineering in which users benefit from experiencing the VE at real scale. For such applications it is essential to facilitate a veridical impression of the spatial layout, e. g., sizes, distances, and interrelations, within the perceived virtual world. Modern real-time rendering systems can create compelling immersive experiences offering most of the spatial visual cues we can find in the real world, including perspective, interposition, lighting,
and shadows. However, distance and size perception are often biased in such environments, causing users to over- or underestimate spatial relations. The particular factors influencing a user’s distance estimates in IPEs are not yet clearly identified, and large portions of the observed misperception effects still cannot be explained.

Publications

  • Bruder G, Argelaguet F, Olivier A-H, Lécuyer A. CAVE Size Matters: Effects of Screen Distance and Parallax on Distance Estimation in Large Immersive Display Setups. Presence, MIT Press. 2016.
  • Bruder G, Argelaguet F, Olivier A-H, Lécuyer A. Distance Estimation in Large Immersive Projection Systems, Revisited. IEEE Virtual Reality. pp.27-32. 2015.
  • Argelaguet F, Olivier A-H, Bruder G, Pettré J, Lécuyer A. Virtual Proxemics: Locomotion in the Presence of Obstacles in Large Immersive Projection Environments. IEEE Virtual Reality. pp.75-80. 2015