The DOI matches its Crossref record; 26 of the 26 references it cites were found in a registry or an index.
Does the Quality of the Computer Graphics Matter when Judging Distances in Visually Immersive Environments?
Abstract
In the real world, people are quite accurate in judging distances to locations in the environment, at least for targets resting on the ground plane and distances out to about 20 m. Distance judgments in visually immersive environments are much less accurate. Several studies have now shown that in visually immersive environments, the world appears significantly smaller than intended. This study investigates whether or not the compression in apparent distances is the result of the low-quality computer graphics utilized in previous investigations. Visually directed triangulated walking was used to assess distance judgments in the real world and in three virtual environments with graphical renderings of varying quality.
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Citations
Cites
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Self-citation
Cited by
Perceptual issues in augmented reality revisited
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Representing 3D Space in Working Memory: Spatial Images from Vision, Hearing, Touch, and Language
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Metadata
- Authors
- Thompson, W. B., Willemsen, P., Gooch, A. A., Creem-Regehr, S. H., Loomis, J. M., & Beall, A. C.
- Venue
- Presence: Teleoperators and Virtual Environments
- Publisher
- MIT Press - Journals
- Published
- 2004-10
- Volume
- 13
- Issue
- 5
- Pages
- 560-571
- ISSN
- 1054-7460 (ISSN-L)
- OpenAlex
- W1973401283
- Cited by
- 411
- References
- 26
- FWCI
- 29.94
- Type
- journal article
- Language
- en
- Open access
- closed
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
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