Compensating for Distance Compression in Audiovisual Virtual Environments Using Incongruence

Research output: Contribution to conferencePaper

  • 4 Citations

Abstract

A key requirement for a sense of presence in Virtual Environments
(VEs) is for a user to perceive space as naturally as possible.
One critical aspect is distance perception. When judging
distances, compression is a phenomenon where humans
tend to underestimate the distance between themselves and
target objects (termed egocentric or absolute compression),
and between other objects (exocentric or relative compression).
Results of studies in virtual worlds rendered through
head mounted displays are striking, demonstrating significant
distance compression error. Distance compression is a multisensory
phenomenon, where both audio and visual stimuli
are often compressed with respect to their distances from the
observer. In this paper, we propose and test a method for
reducing crossmodal distance compression in VEs. We report
an empirical evaluation of our method via a study of 3D
spatial perception within a virtual reality (VR) head mounted
display. Applying our method resulted in more accurate distance
perception in a VE at longer range, and suggests a modification
that could adaptively compensate for distance compression
at both shorter and longer ranges. Our results have
a significant and intriguing implication for designers of VEs:
an incongruent audiovisual display, i.e. where the audio and
visual information is intentionally misaligned, may lead to
better spatial perception of a virtual scene.

Conference

ConferenceSIGCHI Conference in Human Factors in Computing Systems 2016
Period7/05/16 → …

Fingerprint

Virtual reality
Display devices

Cite this

Finnegan, D., O'Neill, E., & Proulx, M. (2016). Compensating for Distance Compression in Audiovisual Virtual Environments Using Incongruence. Paper presented at SIGCHI Conference in Human Factors in Computing Systems 2016, .

Compensating for Distance Compression in Audiovisual Virtual Environments Using Incongruence. / Finnegan, Daniel; O'Neill, Eamonn; Proulx, Michael.

2016. Paper presented at SIGCHI Conference in Human Factors in Computing Systems 2016, .

Research output: Contribution to conferencePaper

Finnegan, D, O'Neill, E & Proulx, M 2016, 'Compensating for Distance Compression in Audiovisual Virtual Environments Using Incongruence' Paper presented at SIGCHI Conference in Human Factors in Computing Systems 2016, 7/05/16, .
Finnegan D, O'Neill E, Proulx M. Compensating for Distance Compression in Audiovisual Virtual Environments Using Incongruence. 2016. Paper presented at SIGCHI Conference in Human Factors in Computing Systems 2016, .
@conference{e989ac08947e4d23b646bb6c03af372b,
title = "Compensating for Distance Compression in Audiovisual Virtual Environments Using Incongruence",
abstract = "A key requirement for a sense of presence in Virtual Environments(VEs) is for a user to perceive space as naturally as possible.One critical aspect is distance perception. When judgingdistances, compression is a phenomenon where humanstend to underestimate the distance between themselves andtarget objects (termed egocentric or absolute compression),and between other objects (exocentric or relative compression).Results of studies in virtual worlds rendered throughhead mounted displays are striking, demonstrating significantdistance compression error. Distance compression is a multisensoryphenomenon, where both audio and visual stimuliare often compressed with respect to their distances from theobserver. In this paper, we propose and test a method forreducing crossmodal distance compression in VEs. We reportan empirical evaluation of our method via a study of 3Dspatial perception within a virtual reality (VR) head mounteddisplay. Applying our method resulted in more accurate distanceperception in a VE at longer range, and suggests a modificationthat could adaptively compensate for distance compressionat both shorter and longer ranges. Our results havea significant and intriguing implication for designers of VEs:an incongruent audiovisual display, i.e. where the audio andvisual information is intentionally misaligned, may lead tobetter spatial perception of a virtual scene.",
author = "Daniel Finnegan and Eamonn O'Neill and Michael Proulx",
year = "2016",
language = "English",
note = "SIGCHI Conference in Human Factors in Computing Systems 2016 ; Conference date: 07-05-2016",

}

TY - CONF

T1 - Compensating for Distance Compression in Audiovisual Virtual Environments Using Incongruence

AU - Finnegan,Daniel

AU - O'Neill,Eamonn

AU - Proulx,Michael

PY - 2016

Y1 - 2016

N2 - A key requirement for a sense of presence in Virtual Environments(VEs) is for a user to perceive space as naturally as possible.One critical aspect is distance perception. When judgingdistances, compression is a phenomenon where humanstend to underestimate the distance between themselves andtarget objects (termed egocentric or absolute compression),and between other objects (exocentric or relative compression).Results of studies in virtual worlds rendered throughhead mounted displays are striking, demonstrating significantdistance compression error. Distance compression is a multisensoryphenomenon, where both audio and visual stimuliare often compressed with respect to their distances from theobserver. In this paper, we propose and test a method forreducing crossmodal distance compression in VEs. We reportan empirical evaluation of our method via a study of 3Dspatial perception within a virtual reality (VR) head mounteddisplay. Applying our method resulted in more accurate distanceperception in a VE at longer range, and suggests a modificationthat could adaptively compensate for distance compressionat both shorter and longer ranges. Our results havea significant and intriguing implication for designers of VEs:an incongruent audiovisual display, i.e. where the audio andvisual information is intentionally misaligned, may lead tobetter spatial perception of a virtual scene.

AB - A key requirement for a sense of presence in Virtual Environments(VEs) is for a user to perceive space as naturally as possible.One critical aspect is distance perception. When judgingdistances, compression is a phenomenon where humanstend to underestimate the distance between themselves andtarget objects (termed egocentric or absolute compression),and between other objects (exocentric or relative compression).Results of studies in virtual worlds rendered throughhead mounted displays are striking, demonstrating significantdistance compression error. Distance compression is a multisensoryphenomenon, where both audio and visual stimuliare often compressed with respect to their distances from theobserver. In this paper, we propose and test a method forreducing crossmodal distance compression in VEs. We reportan empirical evaluation of our method via a study of 3Dspatial perception within a virtual reality (VR) head mounteddisplay. Applying our method resulted in more accurate distanceperception in a VE at longer range, and suggests a modificationthat could adaptively compensate for distance compressionat both shorter and longer ranges. Our results havea significant and intriguing implication for designers of VEs:an incongruent audiovisual display, i.e. where the audio andvisual information is intentionally misaligned, may lead tobetter spatial perception of a virtual scene.

M3 - Paper

ER -