TY - GEN
T1 - Leveraging change blindness for redirection in virtual environments
AU - Suma, Evan A.
AU - Clark, Seth
AU - Krum, David
AU - Finkelstein, Samantha
AU - Bolas, Mark
AU - Warte, Zachary
PY - 2011
Y1 - 2011
N2 - We present change blindness redirection, a novel technique for allowing the user to walk through an immersive virtual environment that is considerably larger than the available physical workspace. In contrast to previous redirection techniques, this approach, based on a dynamic environment model, does not introduce any visual-vestibular conflicts from manipulating the mapping between physical and virtual motions, nor does it require breaking presence to stop and explicitly reorient the user. We conducted two user studies to evaluate the effectiveness of the change blindness illusion when exploring a virtual environment that was an order of magnitude larger than the physical walking space. Despite the dynamically changing environment, participants were able to draw coherent sketch maps of the environment structure, and pointing task results indicated that they were able to maintain their spatial orientation within the virtual world. Only one out of 77 participants across both both studies definitively noticed that a scene change had occurred, suggesting that change blindness redirection provides a remarkably compelling illusion. Secondary findings revealed that a wide field-of-view increases pointing accuracy and that experienced gamers reported greater sense of presence than those with little or no experience with 3D video games.
AB - We present change blindness redirection, a novel technique for allowing the user to walk through an immersive virtual environment that is considerably larger than the available physical workspace. In contrast to previous redirection techniques, this approach, based on a dynamic environment model, does not introduce any visual-vestibular conflicts from manipulating the mapping between physical and virtual motions, nor does it require breaking presence to stop and explicitly reorient the user. We conducted two user studies to evaluate the effectiveness of the change blindness illusion when exploring a virtual environment that was an order of magnitude larger than the physical walking space. Despite the dynamically changing environment, participants were able to draw coherent sketch maps of the environment structure, and pointing task results indicated that they were able to maintain their spatial orientation within the virtual world. Only one out of 77 participants across both both studies definitively noticed that a scene change had occurred, suggesting that change blindness redirection provides a remarkably compelling illusion. Secondary findings revealed that a wide field-of-view increases pointing accuracy and that experienced gamers reported greater sense of presence than those with little or no experience with 3D video games.
KW - change blindness
KW - redirection
KW - virtual environments
UR - http://www.scopus.com/inward/record.url?scp=79956264495&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=79956264495&partnerID=8YFLogxK
U2 - 10.1109/VR.2011.5759455
DO - 10.1109/VR.2011.5759455
M3 - Conference contribution
AN - SCOPUS:79956264495
SN - 9781457700361
T3 - Proceedings - IEEE Virtual Reality
SP - 159
EP - 166
BT - VR 2011 - IEEE Virtual Reality 2011, Proceedings
T2 - 18th IEEE Virtual Reality Conference, VR 2011
Y2 - 19 March 2011 through 23 March 2011
ER -