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Orientation in Virtual Reality Does Not Fully Measure Up to the Real-World
Adult participants learned to reorient to a specific corner inside either a real or virtual rectangular room containing a distinct featural object in each corner. Participants in the virtual-reality (VR) condition experienced an immersive virtual version of the physical room using a head-mounted dis...
Autores principales: | , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Nature Publishing Group UK
2017
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5741741/ https://www.ncbi.nlm.nih.gov/pubmed/29273759 http://dx.doi.org/10.1038/s41598-017-18289-8 |
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author | Kimura, Kazushige Reichert, James F. Olson, Ashley Pouya, Omid Ranjbar Wang, Xikui Moussavi, Zahra Kelly, Debbie M. |
author_facet | Kimura, Kazushige Reichert, James F. Olson, Ashley Pouya, Omid Ranjbar Wang, Xikui Moussavi, Zahra Kelly, Debbie M. |
author_sort | Kimura, Kazushige |
collection | PubMed |
description | Adult participants learned to reorient to a specific corner inside either a real or virtual rectangular room containing a distinct featural object in each corner. Participants in the virtual-reality (VR) condition experienced an immersive virtual version of the physical room using a head-mounted display (HMD) and customized manual wheelchair to provide self-movement. Following a disorientation procedure, people could reorient by using either the geometry of the room and/or the distinct features in the corners. Test trials in which the different spatial cues were manipulated revealed participants encoded features and geometry in both the real and VR rooms. However, participants in the VR room showed less facility with using geometry. Our results suggest caution must be taken when interpreting the nuances of spatial cue use in virtual environments. Reduced reliability of geometric cues in VR environments may result in greater reliance on feature cues than would normally be expected under similar real-world conditions. |
format | Online Article Text |
id | pubmed-5741741 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2017 |
publisher | Nature Publishing Group UK |
record_format | MEDLINE/PubMed |
spelling | pubmed-57417412018-01-03 Orientation in Virtual Reality Does Not Fully Measure Up to the Real-World Kimura, Kazushige Reichert, James F. Olson, Ashley Pouya, Omid Ranjbar Wang, Xikui Moussavi, Zahra Kelly, Debbie M. Sci Rep Article Adult participants learned to reorient to a specific corner inside either a real or virtual rectangular room containing a distinct featural object in each corner. Participants in the virtual-reality (VR) condition experienced an immersive virtual version of the physical room using a head-mounted display (HMD) and customized manual wheelchair to provide self-movement. Following a disorientation procedure, people could reorient by using either the geometry of the room and/or the distinct features in the corners. Test trials in which the different spatial cues were manipulated revealed participants encoded features and geometry in both the real and VR rooms. However, participants in the VR room showed less facility with using geometry. Our results suggest caution must be taken when interpreting the nuances of spatial cue use in virtual environments. Reduced reliability of geometric cues in VR environments may result in greater reliance on feature cues than would normally be expected under similar real-world conditions. Nature Publishing Group UK 2017-12-22 /pmc/articles/PMC5741741/ /pubmed/29273759 http://dx.doi.org/10.1038/s41598-017-18289-8 Text en © The Author(s) 2017 Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons license, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons license and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/. |
spellingShingle | Article Kimura, Kazushige Reichert, James F. Olson, Ashley Pouya, Omid Ranjbar Wang, Xikui Moussavi, Zahra Kelly, Debbie M. Orientation in Virtual Reality Does Not Fully Measure Up to the Real-World |
title | Orientation in Virtual Reality Does Not Fully Measure Up to the Real-World |
title_full | Orientation in Virtual Reality Does Not Fully Measure Up to the Real-World |
title_fullStr | Orientation in Virtual Reality Does Not Fully Measure Up to the Real-World |
title_full_unstemmed | Orientation in Virtual Reality Does Not Fully Measure Up to the Real-World |
title_short | Orientation in Virtual Reality Does Not Fully Measure Up to the Real-World |
title_sort | orientation in virtual reality does not fully measure up to the real-world |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5741741/ https://www.ncbi.nlm.nih.gov/pubmed/29273759 http://dx.doi.org/10.1038/s41598-017-18289-8 |
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