Cited by 335Virtual Reality Applications and ImpactsSpatial Cognition and NavigationVisual perception and processing mechanisms

Judging Perceived and Traversed Distance in Virtual Environments

Witmer, Bob G., Kline, Paul B.·1998·Presence: Teleoperators and Virtual Environments

Abstract

The ability to accurately estimate distance is an essential component of navigating large-scale spaces. Although the factors that influence distance estimation have been a topic of research in real-world environments for decades and are well known, research on distance estimation in virtual environments (VEs) has only just begun. Initial investigations of distance estimation in VEs suggest that observers are less accurate in estimating distance in VEs than in the real world (Lampton et al., 1995). Factors influencing distance estimates may be divided into those affecting perceived distance (visual cues only) and those affecting traversed distance to include visual, cognitive, and proprioceptive cues. To assess the contribution of the various distance cues in VEs, two experiments were conducted. The first required a static observer to estimate the distance to a cylinder placed at various points along a 130-foot hallway. This experiment examined the effects of floor texture, floor pattern, and object size on distance estimates in a VE. The second experiment required a moving observer to estimate route segment distances and total route distances along four routes, each totaling 1210 feet. This experiment assessed the effects of movement method, movement speed, compensatory cues, and wall texture density. Results indicate that observers underestimate distances both in VEs and in the real world, but the underestimates are more extreme in VEs. Texture did not reliably affect the distance estimates, providing no compensation for the gross underestimates of distance in VE. Traversing a distance improves the ability to estimate that distance, but more natural means of moving via a treadmill do not necessarily improve distance estimates over traditional methods of moving in VE (e.g., using a joystick). The addition of compensatory cues (tone every 10 feet traversed on alternate route segments) improves VE distance estimation to almost perfect performance.

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Crossref · 10.1162/105474698565640

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  • Better performance in VR may in part be due to the superior depth information available when using VRHMDs.

    “As depth information is important in manipulation tasks, we can infer that better performance in VR may in part be due to the superior information available when using VRHMDs.”

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Authors
Witmer, B. G., & Kline, P. B.
Affiliations
U.S. Army Research Institute for the Behavioral and Social Sciences (US)
Corresponding author
  • Witmer, Bob G.
  • Kline, Paul B.
Venue
Presence: Teleoperators and Virtual Environments
Published
1998-04
Volume
7
Issue
2
Pages
144-167
ISSN
1054-7460 (ISSN-L)
OpenAlex
W2151102910
Cited by
335
References
2
Citations by year
2026: 2 · 2025: 2 · 2024: 11 · 2023: 7 · 2022: 7 · 2021: 11 · 2020: 11 · 2019: 5 · 2018: 9 · 2017: 10 · 2016: 10 · 2015: 13 · 2014: 9 · 2013: 25 · 2012: 21
FWCI
20.01
Type
journal article
Language
en
Open access
closed
Locations
PRESENCE Virtual and Augmented Reality (publishedVersion)
Topics
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
  • Physical Sciences › Engineering › Automotive Engineering › Spatial Cognition and Navigation
  • Life Sciences › Neuroscience › Cognitive Neuroscience › Visual perception and processing mechanisms
Keywords
distance estimation, virtual worlds, perceived distance, distance underestimation, visual cues, floor patterns, object size, treadmill walking, movement speed, route length

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