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Threefolded During Immersive Walkthroughs

Gerd Bruder∗, Frank Steinicke† Human-Computer Interaction Department of Computer Science University of Hamburg

Abstract with speed s, distance d, and time t. Motion can be observed by attaching a frame of reference to an object and measuring its change Locomotion is one of the most fundamental processes in the real relative to another reference frame. As there is no absolute frame of world, and its consideration in immersive virtual environments reference, absolute motion cannot be determined; everything in the (IVEs) is of major importance for many application domains requir- universe can be considered to be moving [Bottema and Roth 2012]. ing immersive walkthroughs. From a simple physics perspective, Determining motions in the frame of reference of a human observer such self-motion can be defined by the three components speed, dis- imposes a significant challenge to the perceptual processes in the tance, and time. Determining motions in the frame of reference of human brain, and the resulting percepts of motions are not always a human observer imposes a significant challenge to the perceptual veridical [Berthoz 2000]. Misperception of speed, distances, and processes in the human brain, and the resulting speed, distance, and time has been observed for different forms of self-motion in the time percepts are not always veridical. In previous work in the area real world [Efron 1970; Gibb et al. 2010; Mao et al. 2010]. of IVEs, these components were evaluated in separate experiments, i. e., using largely different hardware, software and protocols. In the context of self-motion, walking is often regarded as the most basic and intuitive form of locomotion in an environment. Self- In this paper we analyze the perception of the three components of motion estimates from walking are often found to be more accurate locomotion during immersive walkthroughs using the same setup than for other forms of motion [Ruddle and Lessels 2009]. This and similar protocols. We conducted experiments in an Oculus may be explained by adaptation and training since early childhood Rift head-mounted display (HMD) environment which showed that and evolutionary tuning of the human brain to the physical affor- subjects largely underestimated virtual distances, slightly underes- dances for locomotion of the body [Choi and Bastian 2007]. While timated virtual speed, and we observed that subjects slightly over- walking in the real world, sensory information such as vestibular, estimated elapsed time. proprioceptive, and efferent copy signals as well as visual and audi- tive information create consistent multi-sensory cues that indicate CR Categories: H.5.1 [Information Interfaces and Presentation]: one’s own motion [Wertheim 1994]. Multimedia Information Systems—Artificial, augmented, and vir- tual realities; I.3.7 [Computer Graphics]: Three-Dimensional However, a large body of studies have shown that spatial percep- Graphics and Realism—Virtual reality tion in IVEs differs from the real world. Empirical data shows that static and walked distances are often systematically over- or under- Keywords: Locomotion, real walking, perception, immersive vir- estimated in IVEs (cf. [Loomis and Knapp 2003] and [Renner et al. tual environments. 2013] for thorough reviews) even if the displayed world is modeled as an exact replica of the real laboratory in which the experiments are conducted in [Interrante et al. 2006]. Less empirical data ex- 1 Introduction ists on speed misperception in IVEs, which shows a tendency that visual speed during walking is underestimated [Banton et al. 2005; The motion of an observer or scene object in the real world or in Bruder et al. 2012; Durgin et al. 2005; Steinicke et al. 2010]. a virtual environment (VE) is of great interest for many research and application fields. This includes computer-generated imagery, We are not aware of any empirical data which has been collected e. g., in movies or games, in which a sequence of individual images for time misperception in IVEs. However, there is evidence that evoke the of a moving picture [Thompson et al. 2011]. In can deviate from veridical judgments due to visual the real world, humans move, for example, by walking or running, or auditive stimulation related to motion misperception [Grondin physical objects move and sometimes actuate each other, and, fi- 2008; Roussel et al. 2009; Sarrazin et al. 2004]. Different causes nally, the earth spins around itself as well as around the sun. From of motion misperception in IVEs have been identified, including a simple physics perspective, such motions can be defined by three hardware characteristics [Jones et al. 2011; Willemsen et al. 2009], main components: (i) (linear or angular) speed and (ii) distances, rendering issues [Thompson et al. 2011], and miscalibration [Kuhl as well as (iii) time. The interrelation between these components et al. 2009; Willemsen et al. 2008]. is given by the speed of motion, which is defined as the change in position or orientation of an object with respect to time: Considering that self-motion perception is affected by different d hard- and software factors, it is unfortunate that no comprehensive s = (1) analysis to this day exists in which the different components were t tested using the same setup. Hence, it remains unclear whether or ∗e-mail: [email protected] not there is a correlation or causal relation between speed, distance, †e-mail: [email protected] and time misperception in current-state IVEs.

Our main contributions in this paper are:

• We compare self-motion estimation in the three components using the same setup and similar experimental designs.

• We introduce novel action-based two-alternative forced- choice methods for distance, speed, and time judgments. • We provide empirical data on motion estimation that show re- 2.2 Speed Perception searchers and practitioners what they may expect when they present a virtual world to users with an Oculus Rift head- Different sensory motion cues support the perception of the speed mounted display (HMD). of walking in an IVE (cf. [Durgin et al. 2005]). Visual motion infor- mation is often estimated as most reliable by the perceptual system, The paper is structured as follows. In Section2 we provide back- but can cause incorrect motion percepts. For example, in the il- ground information on self-motion perception in virtual reality lusion of linear vection [Berthoz 2000] observers feel their body (VR) setups. We describe the experiments in Section3 and discuss moving although they are physically stationary because they are the results in Section4. Section5 concludes the paper. presented with large-field visual motion that resembles the motion pattern normally experienced during self-motion. Humans use such 2 Background optic flow patterns to determine the speed of movement, although the speed of retinal motion signals is not uniquely related to move- As stated above, research on distance, speed, and time perception ment speed. For any translational motion the visual velocity of any in IVEs is divided in separate experiments using largely different point in the scene depends on the distance of this point from the eye, hardware, software and experimental protocols. In this section we i. e., points farther away move slower over the retina than points give an overview of the results for distance, speed, and time percep- closer to the eye [Bremmer and Lappe 1999; Warren, Jr. 1998]. tion in IVEs. Banton et al. [Banton et al. 2005] observed for subjects walking on a treadmill with an HMD that optic flow fields at the speed of the treadmill were estimated as approximately 53% slower than their 2.1 Distance Perception walking speed. Durgin et al. [Durgin et al. 2005] reported on a se- ries of experiments with subjects wearing HMDs while walking on During self-motion in IVEs, different cues provide information a treadmill or over solid ground. Their results show that subjects about the travel distance with respect to the motion speed or often estimated subtracted speeds of displayed optic flow fields time [Mohler 2007]. Humans can use these cues to keep track of the as matching their walking speed. Steinicke et al. [Steinicke et al. distance they traveled, the remaining distance to a goal, or discrimi- 2010] evaluated speed estimation of subjects in an HMD environ- nate travel distance intervals [Bremmer and Lappe 1999]. Although ment with a real walking user interface in which they manipulated humans are considerably good at making distance judgments in the subjects’ self-motion speed in the VE compared to their walking real world, experiments in IVEs show that characteristic estima- speed in the real world. Their results show that on average subjects tion errors occur such that distances are often severely overesti- underestimated their walking speed by approximately 7%. Bruder mated for very short distances and underestimated for longer dis- et al. [Bruder et al. 2012; Bruder et al. 2013] showed that visual illu- tances [Loomis et al. 1993]. Different misperception effects were sions related to optic flow perception can change self-motion speed found over a large range of IVEs and experimental methods to estimates in IVEs. measure distance estimation. While verbal estimates of the dis- tance to a target can be used to assess distance perception, meth- ods based on visually directed actions have been found to generally 2.3 Time Perception provide more accurate results [Loomis and Knapp 2003]. The most widely used action-based method is blind walking, in which sub- As discussed for distance and speed perception in IVEs, over- or jects are asked to walk without vision to a previously seen target. underestimations have been well documented by researchers in dif- Several experiments have shown that over medium range distances ferent hard-, software and experimental protocols. In contrast, per- subjects can accurately indicate distances using the blind walking ception of time has not been extensively researched in IVEs so far. method [Rieser et al. 1990]. Other action-based methods include Experimental studies of time perception in the field of triangulated walking and timed imagined walking [Fukusima et al. have well established that estimates of stimulus duration do not al- 1997; Klein et al. 2009; Plumert et al. 2004]. Moreover, perceptual ways match its veridical time interval, and are affected by a variety matching methods can be used, in which subjects match the dis- of factors [Efron 1970]. Since time cannot be directly measured tance or size of a target to the distance or size of a reference object, at a given moment, the brain is often assumed to estimate time respectively [Loomis and Philbeck 2008]. based on internal biological or psychological events, or external sig- nals [Grondin 2008]. The effect of exogenous cues (i. e., zeitgebers) Although there is a large interest in solving the distance mispercep- from the local environment on endogenous biological clocks (e. g., tion problem, the reasons for this perceptual shift are still largely circadian rhythms) is studied in the field of chronobiology [Kramer unknown, as are approaches to reduce such misperceptions. Kuhl and Merrow 2013]. It is possible that differences in exogenous time et al. [Kuhl et al. 2009] observed that miscalibration of HMD optics cues between the real world and IVEs have an effect on internal is a main reason for distance misperception, although subjects un- human time perception. In particular, system latency is known to derestimated distances even for correctly calibrated HMDs [Kell- change the perception of sensory synchronicity [Shi et al. 2010] ner et al. 2012]. Willemsen et al. [Willemsen et al. 2009] com- and can degrade the perceptual stability of the environment [Alli- pared HMD properties with natural viewing in the real world and son et al. 2001]. observed that mechanical restrictions of HMDs can cause slight dif- ferences in distance judgments. Jones et al. [Jones et al. 2012; Jones Space and time are interdependent phenomena not only in physics, et al. 2011] found that increasing the field of view of HMDs to but also in human perception [Grondin 2008]. Helson keyed the approximate the visual angle of the human eyes helps alleviate dis- term tau effect for the phenomenon that the variation of the time tance misperception. Interrante et al. [Interrante et al. 2006] showed between spatial events can affect judgments of their spatial lay- that the VE has an impact on distance judgments with underestima- out (cf. [Helson and King 1931; Jones and Huang 1982; Sarrazin tion being reduced if subjects are immersed in an accurate virtual et al. 2004]). For instance, Helson and King [Helson and King replica of the real-world surroundings than in a different VE. Stud- 1931] observed for a tactile estimation experiment that stimulating ies by Phillips et al. [Phillips et al. 2009] further show that the visual three equidistant surface points p1, p2, and p3 with ||p2 − p1|| = rendering style affects distance judgments. They observed that dis- ||p3 − p2|| at points in time t1, t2, and t3 for different durations tance underestimation was increased for a non-photorealistic ren- ||t2 − t1|| > ||t3 − t2|| that subjects judge the distance between p1 dering style than in a photorealistic scene. and p2 as longer than between p2 and p3. Conversely, Cohen et al. [Cohen et al. 1953] keyed the term for the phenomenon that the variation of the spatial layout of events can affect judgments of their temporal layout (cf. [Grondin 2008; Roussel et al. 2009]). They observed for a visual bisection task that three successive flashes at spatial points p1, p2, and p3 for different distances ||p2 − p1|| > ||p3 − p2|| with points in time t1, t2, and t3 with ||t2 −t1|| = ||t3 −t2|| that subjects judge the duration between t1 and t2 as shorter than the duration between t2 and t3.

3 Psychophysical Experiments

In this section we evaluate misperception while walking in an IVE. We describe three experiments that we conducted to evaluate dis- tance, speed, and time perception based on similar measurement protocols to obtain judgments using the same IVE.

3.1 Participants Figure 1: Experiment setup: subject walking with an HMD to- wards a virtual target displayed at eye height. The inset shows the 18 subjects (6 female and 12 male, ages 19−38, M=25.0, SD=5.6) subject’s view in the virtual replica of the laboratory. participated in the distance and speed experiment, while 10 of them participated in the time experiment, which was performed one day later. The subjects were students or members of the local depart- that we modeled with centimeter accuracy and textured with pho- ments of computer science, psychology, or human-computer media. tos matching the look of the real laboratory (see Figure1). For Students obtained class credit for their participation. We confirmed rendering, system control and logging we used an Intel computer stereoscopic vision of all subjects via anaglyphic random-dot stere- with 3.4GHz Core i7 processor, 8GB of main memory and Nvidia ograms before the experiment. All of our subjects had normal or Quadro 4000 graphics card. The stimuli were rendered with the corrected to normal vision. 2 subjects wore glasses and 7 subjects Unity 3D Pro engine. In order to focus subjects on the task no com- wore contact lenses during the experiment. We confirmed 20/20 munication between experimenter and subject was performed dur- visual acuity of all subjects with a vision test based on a Snellen ing the experiment. Task instructions were presented via slides on chart before the experiment. None of our subjects reported a disor- the HMD. Subjects judged their perceived self-motions via button der of equilibrium. Two of our subjects reported a slight red-green presses on a Nintendo Wii remote controller. weakness. No other vision disorders have been reported by our sub- jects. 10 subjects had prior experience with HMDs, and 8 of them 3.3 General Methods had participated in an experiment involving HMDs before. All but two subjects reported experience with 3D video games, and 13 sub- In the experiments we make use of two-alternative forced choice jects reported experience with 3D stereoscopic cinema. The eye tasks (2-AFCT) to determine effects of gains on percepts in height of our subjects ranged between 1.59−1.84m (M=1.70m, IVEs [Ferwerda 2008]. In this method, subjects are asked to move SD=0.06m) above the ground. We used this value to adjust the to align an eccentric visual target with the body. During the move- height of target markers in the VE as shown in Figure1. We ment, motion gains g ∈ + between the movement of the sub- measured the interpupillary distances (IPDs) of our subjects be- R0 ject and the sensory motion feedback are varied between trials in fore the experiment [Willemsen et al. 2008]. The IPDs of our sub- a within-subjects design. If g = 1, the sensory feedback matches jects ranged between 5.9−6.8cm (M=6.38cm, SD=0.24cm). We the subject’s movement. For other gains, the sensory feedback is used the IPD of each subject to provide a correct perspective on increased (g > 1) or decreased (g < 1) compared to the movement. the HMD. All subjects were na¨ıve to the experimental conditions. The order of the distance and speed experiments was randomized After the movement, the subject has to judge whether character- and counterbalanced between subjects. The total time per sub- istics of the perceived motion were slower or faster / longer or ject, including pre-questionnaires, instructions, experiment, breaks, shorter / smaller or larger than those of the subject’s movement post-questionnaires, and debriefing, was 2 hours. Subjects wore in a 2-AFCT [Ferwerda 2008]. In these experiments we use an the HMD for approximately 1 hour. They were allowed to take adaptive staircase design, which starts with a discrepancy which is breaks at any time; short breaks after every 30 experiment trials easy to detect [Cornsweet 1962; Leek 2001]. For each following were mandatory. trial, the new gain is computed by the previous gain plus or mi- nus a fixed step width (1-up-1-down) depending on the answer to 3.2 General Materials the aforementioned 2-AFCT question. To eliminate response bias, we interleaved two staircases starting from a minimum and maxi- We performed the experiment in an 8m×14m darkened laboratory mum gain [Macmillan and Creelman 2004]. By iterative refinement room. As illustrated in Figure1, subjects wore an Oculus Rift DK1 the interleaved staircase design converges on the point of subjective HMD for the stimulus presentation, which provides a resolution of equality (PSE), i. e., the gain at which subjects judge the virtual 640×800 pixels per eye with a refresh rate of 60Hz and an approx- motion as identical to the physical movement, which allows us to imately 110◦ diagonal field of view. We attached an active infrared identify possible systematic over- or underestimation (i. e., g > 1 or marker to the HMD and tracked its position within the laboratory g < 1 ). All subjects had to complete 30 trials in total. In the inter- with a WorldViz Precision Position Tracking PPT-X4 active optical leaved staircase design we started with a minimum and maximum tracking system at an update rate of 60Hz. The head orientation gain of g = 0.4 and g = 1.6 and a step width of 0.2. All subjects was tracked with the inertial orientation tracker of the Oculus Rift were able to identify the sensory discrepancies in the 2-AFCT ex- HMD. We compensated for inertial orientation drift by incorporat- periment at these start gains. After two turns in response behavior ing the PPT optical heading plugin to improve the tracker output. (cf. [Leek 2001; Macmillan and Creelman 2004]) we halved the The visual stimulus consisted of a virtual replica of our laboratory step width, and computed the PSE as the mean of the last 10 trials.

(a) Distance (b) Speed (c) Time

Figure 2: Results of the experiments for (a) distance judgments and (b) speed judgments, and (c) time judgments. The horizontal axes show the actual motion components and the vertical axes show the self-motion judgments. The vertical bars and colored regions illustrate standard deviations of self-motion judgments.

3.4 Experiment E1: Distance Estimation 3.4.2 Results

In this section we describe the experiment that we conducted to Figure2(a) shows the results for the three tested within-subjects evaluate the perception of walking distances in the IVE using a target distances. The x-axis shows the target distances, and the y- novel 2-AFCT approach for distance judgments. axis shows the mean judged PSEs of the subjects. The vertical bars and colored regions illustrate the standard deviations. 3.4.1 Methods Subjects judged a physical distance as matching the virtual tar- get distance that was approximately 2.39m (gd=0.796, 20.4% de- The trials started with an initial stimulus phase in which subjects creased) for a target distance of 3m, 3.36m (g =0.839, 16.1% de- were presented with a virtual view of the replica model of our lab- d creased) for a target distance of 4m, and 3.98m (gd=0.795, 20.5% oratory on the HMD. As shown in Figure1 we placed a marker at decreased) for a target distance of 5m. Over all target distances, eye height at a target distance of 3m, 4m, or 5m from the subject’s subjects judged an approximately 19.0% decreased physical dis- start position. After subjects felt positive of having memorized the tance as identical to the virtual distance. Considering the PSEs of target distance, they pressed a button on the Wii remote controller, individual subjects, 15 of the 18 subjects consistently judged a de- and the view on the HMD went black. creased physical distance to match the virtual distance, whereas 1 With no visual feedback of their self-motion in the VE, subjects subject consistently judged an increased physical distance as cor- then walked in the direction of the previously seen target marker. rect, and 2 subjects made mixed judgments. Subjects walked a physical distance that was scaled relative to the + Table1 lists the judged PSEs and means over all subjects for virtual target distance. Therefore, we apply distance gains gd ∈ R0 the three virtual target distances. We analyzed the results with to determine a subject’s physical walking distance in each trial, de- a repeated measure ANOVA and paired-samples t-test. The re- scribing the relation between the physical walking distance and vir- sults were normally distributed according to a Shapiro-Wilk test tual target distance. For gd = 1 physical Euclidean walking dis- at the 5% level. Mauchly’s test indicated that the assumption of D ∈ + tances along the floor plane p R0 match one-to-one the virtual sphericity had been violated (χ2(2)=9.44, p<.01), therefore de- target distance Dv ∈ {3m,4m,5m} with Dp = Dv · gd. In contrast, grees of freedom were corrected using Greenhouse-Geisser esti- gains gd < 1 result in subjects walking shorter and gd > 1 in longer mates of sphericity (ε=.36). We found a significant difference be- distances in the real world. After walking the scaled physical dis- tween the judged PSEs over all subjects and veridical results with tance, subjects were asked to answer a 2-AFCT question: “Did you gd = 1 (t(17)=−6.25, p<.001). We found no significant main ef- move farther or shorter than the virtual target distance?” The sub- fect of target distance on the judged PSEs (F(1.384, 23.52)=1.636, jects had to choose one of the two alternatives by pressing the up or p<.22, η2=.088). down button on the Wii remote controller. If a subject cannot reli- p ably discriminate between the virtual and real distance, the subject must guess, and will be correct on average in 50% of the trials. We 3.5 Experiment E2: Speed Estimation applied gains in the range between gd = 0.4 and gd = 1.6, i. e., the walked distance differed by up to ±60% from the target distance. In this section we describe the experiment that we conducted to evaluate the perception of self-motion speed in the IVE. After answering the question, subjects were guided back to the start position of the next trial. Subjects did not receive feedback about 3.5.1 Methods their walked distance. The gains converged on the PSE follow- ing the interleaved staircase approach described in Section 3.3. We The trials started with an initial startup phase in which subjects had measured a PSE for each subject for each of the three target dis- to increase their walking speed to either 1m/s, 1.25m/s, or 1.5m/s. tances, i. e., the gains at which the subjects judge the physical and During this phase, subjects adjusted their self-motion to a target virtual distances as identical. The order in which the target dis- speed using a speedometer that was indicated on the HMD while no tances were tested for each subject was given by Latin squares. self-motion in the VE was shown. A walking speed of ca. 1.25m/s Table 1: PSEs of all subjects for the tested speeds and distances. 3.5.2 Results physical speed virtual distance subject 1m/s 1.25m/s 1.5m/s 3m 4m 5m Figure2(b) shows the results for the three tested within-subjects walking speeds. The x-axis shows the physical walking speed, and s01 0.49 0.72 0.89 0.80 0.72 0.64 the y-axis shows the mean virtual walking speed that the subjects s02 1.39 1.37 0.84 0.72 0.88 0.73 judged as equivalent to their physical motion. The vertical bars and s03 1.30 1.31 1.27 0.91 0.81 0.71 colored regions illustrate the standard deviations. s04 1.43 0.87 0.91 0.81 0.92 0.89 s05 0.56 0.93 0.91 1.18 1.17 1.13 Subjects judged a virtual self-motion speed as matching their phys- s06 1.19 1.22 1.07 0.69 0.70 0.71 ical walking speed that was approximately 1.03m/s (gs=1.034, s07 0.80 0.88 0.85 0.65 0.68 0.58 3.4% increased) for a physical walking speed of 1m/s, 1.34m/s s08 1.21 1.41 1.50 0.71 0.99 0.93 (gs=1.069, 6.9% increased) for a physical walking speed of s09 0.77 0.74 1.15 0.69 0.78 0.79 1.25m/s, and 1.60m/s (gs=1.067, 6.7% increased) for a physical s10 0.87 0.89 0.98 0.72 0.93 0.97 walking speed of 1.5m/s. Over all physical walking speeds, sub- s11 1.36 1.42 1.45 0.52 0.62 0.65 jects judged an approximately 5.7% increased virtual speed as iden- s12 1.11 1.33 1.32 1.04 0.95 0.77 tical to their physical motion, which corresponds to an underestima- s13 1.15 1.28 1.28 0.91 0.80 0.73 tion of virtual speeds. Considering the PSEs of individual subjects, s14 1.13 1.13 1.27 0.82 0.77 0.68 9 of the 18 subjects consistently judged increased virtual speeds s15 0.83 0.80 0.73 0.83 0.93 1.00 as identical with their physical speed, whereas 6 subjects consis- s16 1.35 1.09 1.08 0.85 1.02 0.87 tently judged decreased virtual speeds as correct, and 3 subjects s17 0.61 0.75 0.61 0.75 0.75 0.77 made mixed judgments. s18 1.07 1.11 1.09 0.73 0.68 0.76 mean 1.034 1.069 1.067 0.796 0.839 0.795 Table1 lists the judged PSEs and means over all subjects for the three physical walking speeds. We analyzed the results with a repeated measure ANOVA and paired-samples t-test. The results were normally distributed according to a Shapiro-Wilk test at the 5% level. The sphericity assumption was supported by Mauchly’s correlates to an average walking speed of HMD users according to test of sphericity at the 5% level. We did not find a significant differ- Mohler et al. [Mohler et al. 2007]. Accordingly, the speed of 1m/s ence between the judged PSEs over all subjects and veridical results correlates to slow walking, and 1.5m/s correlates to a brisk walking with gs = 1 (t(17)=1.03, p<.32). We found no significant main ef- pace. If subjects were unable to walk at a steady pace for at least 1m fect of physical walking speed on the judged PSEs (F(2, 34)=.275, with the target speed (±0.1m/s) after an initial 2m straight distance p<.77, η2=.016). the trial was repeated. Less than 10% of all trials had to be repeated. p 3.6 Experiment E3: Time Estimation After the initial startup distance, subjects had to continue walking with the assumed pace for a duration of 3 seconds towards a vir- In this section we describe the experiment that we conducted to tual target marker that we displayed at eye height at 10m distance. evaluate the perception of time in the IVE. During this time, subjects received visual feedback of their self- motion in the virtual replica of the laboratory, which we scaled relative to their physical motion. While a user moves in the real 3.6.1 Methods world, applying gains to a user’s virtual self-motion corresponds to changes in the mapping from physical to virtual self-motion speed. Since there is no clear notion of a discrepancy between elapsed time Such differences were implemented based on user-centric coordi- in the real and virtual world that could be compared simultaneously nates as introduced by Steinicke et al. [Steinicke et al. 2010]. Vir- with a 2-AFCT, we measured values for time estimation separately + in the IVE (i. e., with HMD) and in the real world (i. e., without tual self-motions can be scaled with speed gains gs ∈ R0 , describ- ing the mapping from movements in the real world to motions of HMD). The trials in the IVE started with an initial stimulus phase in which subjects were presented with a view on the HMD to the a head-referenced virtual camera. For gs = 1 physical translations 3 3 virtual replica model of our laboratory. When they felt ready to Tp ∈ R are mapped one-to-one to virtual translations Tv ∈ R with start, subjects pressed a button on the Wii remote controller, which Tv = Tp · gs, i. e., the virtual scene remains stable considering the caused a short acoustic signal to be heard, and then walked in the physical position change, whereas gs < 1 result in slower and gs > 1 in faster virtual self-motion speed. We applied gains in the range direction of a virtual target marker that we displayed at eye height at 10m distance. A second short acoustic signal was displayed af- between gs = 0.4 and gs = 1.6 (cf. Section 3.3), i. e., the virtual speed differed by up to ±60% from the physical speed. ter subjects had walked over a time interval that we varied between experiment trials. Thereafter, subjects answered a 2-AFCT ques- tion, and were guided back to the start position of the next trial. We Following the stimulus phase, the subjects were asked to answer a replicated the same setup for the experiment trials in the real world 2-AFCT question: “Did you move faster or slower in the virtual without the HMD. world than in the real world?” The subjects had to choose one of the two alternatives by pressing the up or down button on the Wii For each trial subjects walked over a time interval that was scaled + remote controller. If subjects cannot reliably discriminate between relative to a reference time. Therefore, we apply time gains gt ∈ R0 the virtual and real speed, they have to guess, and will be correct on to determine a subject’s walking interval in each trial, describing average in 50% of the trials. After answering the question, subjects the relation between the trial’s interval and reference time. For + were guided back to the start position of the next trial. The gains gt = 1 the trial’s interval Tv ∈ R0 matches the reference time converged on the PSE following the interleaved staircase approach Tp ∈ {2s,3s,4s,5s} with Tv = Tp ·gt . In contrast, gains gt < 1 result described in Section 3.3. We measured a PSE, i. e., the gain on in subjects walking over a shorter interval and gt > 1 in a longer in- which the interleaved staircase approach converged, for each sub- terval relative to the reference time. We chose the reference times ject for each of the three physical speeds. The order in which the based on the common durations in the distance and speed exper- physical speeds were tested was given by Latin squares. iments. After walking the trial’s interval, subjects were asked to answer a 2-AFCT question: “Did you move longer or shorter than # seconds?” with the # replaced by the corresponding reference time. The subjects had to choose one of the two alternatives by pressing the up or down button on a Wii remote controller. If a sub- ject cannot reliably discriminate between the elapsed and reference time, the subject must guess, and will be correct on average in 50% of the trials. We applied gains in the range between gt = 0.4 and gt = 1.6 (cf. Section 3.3), i. e., the walked interval differed by up to

±60% from the reference time. After answering the question, subjects were guided back to the start position of the next trial, i. e., they did not receive feedback about the elapsed time. The gains converged on the PSE following the in- terleaved staircase approach described in Section 3.3. We measured a PSE for each subject for each of the reference times, i. e., the gains at which the subjects judge the elapsed and reference times as iden- tical. PSEs that deviate from gt = 1 indicate subjective or expansion for the different reference times. The order in which the reference times were tested was randomized for each subject.

3.6.2 Results Figure 3: Self-motion perception triple: Plot of interrelations be- tween the actual relations and estimated PSEs for speed, distance, and time pooled over all subjects who participated in all three ex- Figure2(c) shows the results for the tested within-subjects refer- periments. In the pooled results a significant distance underestima- ence times. The x-axis shows the actual reference times, and the tion can be observed. y-axis shows the judged times with and without HMD. The vertical bars and colored regions illustrate the standard deviations.

In the real world without using the HMD subjects judged an Loomis and Knapp 2003; Messing and Durgin 2005; Willemsen elapsed time as matching the reference time that was approxi- et al. 2009]). The PSEs suggest that more than 80% of the sub- mately 2.10s (gt =1.051, 5.1% longer) for a reference time of jects underestimated the visual target distances in the experiment. 2s, 3.05s (gt =1.017, 1.7% longer) for a reference time of 3s, We found a mean underestimation of approximately 20% over all 4.06s (gt =1.016, 1.6% longer) for a reference time of 4s, and distances and subjects. 5.04s (gt =1.007, 0.7% longer) for a reference time of 5s. In contrast, for the experiment trials in the IVE, subjects judged an The speed estimation experiment showed that on average sub- elapsed time as matching the reference time that was approxi- jects estimated a virtual self-motion speed as correct if it was up- mately 2.16s (gt =1.081, 8.1% longer) for a reference time of 2s, scaled by approximately 5.7% from their physical self-motion. The 3.22s (gt =1.073, 7.3% longer) for a reference time of 3s, 4.24s PSEs suggest that half of the subjects underestimated the visual (gt =1.061, 6.1% longer) for a reference time of 4s, and 5.23s speed cues from the virtual world compared to the proprioceptive- (gt =1.046, 4.6% longer) for a reference time of 5s. vestibular speed cues from the real world. This notion supports previous experimental results in the literature, which suggested Over all reference times, subjects judged an elapsed time as a tendency towards underestimation of virtual walking speed in identical to the reference time that was approximately 6.5% in- IVEs [Banton et al. 2005; Bruder et al. 2012; Durgin et al. 2005; creased (gt =1.065) in the IVE, and approximately 2.3% increased Steinicke et al. 2010]. (gt =1.023) in the real world. The difference between the PSEs in the real world condition and the IVE suggest that times were over- The time estimation experiment showed that subjects were able to estimated in the IVE by approximately 4.2% compared to estimates estimate time in the real world quite reliably without large errors, in the real world condition. Considering the PSEs of individual sub- but judged times in the IVE were approximately 4.2% increased jects, 7 of the 10 subjects judged a longer elapsed time in the IVE over the estimates in the real world. This apparent time dilation in compared to the real world, whereas 3 subjects judged a shorter IVEs is an interesting observation, which warrants future investi- elapsed time. gation. In particular, it is an open question which effect hard- and software factors have on time perception, e. g., compared to tradi- We analyzed the results with a repeated measure ANOVA and tional computer graphics or game environments. paired-samples t-tests. The results were normally distributed ac- cording to a Shapiro-Wilk test at the 5% level. The sphericity as- We performed our experiments in a state-of-the-art IVE with an sumption was supported by Mauchly’s test of sphericity at the 5% Oculus Rift HMD and a large real walking space. In this IVE level. We found a significant main effect of reference time on the we found different magnitudes of biases in self-motion estimates 2 judged PSEs in the real world (F(3, 27)=224.65, p<.001, ηp=.961) regarding the three motion components. Pooled over all subjects 2 we observed a large underestimation of virtual distances, slight un- and in the IVE (F(3, 27)=169.14, p<.001, ηp=.949). We observed a trend for a difference between the judged PSEs in the real and derestimation of virtual speed, and a slight overestimation of time. virtual world (t(9)=−1.98, p<.08). Figure3 shows that the results for the motion components do not have to adhere to their mathematical relation described in Section1. Further research is necessary to triangulate how this self-motion 4 Discussion perception triple looks in different IVEs considering that other re- searchers found different magnitudes of biases as described in Sec- The distance estimation experiment confirmed the common notion tion2. Moreover, Figure4 shows that the self-motion perception in the literature on spatial perception in IVEs that subjects tend triples of individual users may differ from the means computed for to underestimate target distances (cf. [Interrante et al. 2006; Jones a specific IVE, which should be carefully considered. In particu- et al. 2011; Kuhl et al. 2009; Lappe et al. 2007; Loomis et al. 1993; lar, the results show that all subjects are rather accurate in judging

(a) (b) (c) (d) (e)

(f) (g) (h) (i) (j)

Figure 4: Individual self-motion perception triples for all subjects who participated in all three experiments. elapsed time, whereas individual differences in distance and speed different IVEs and user groups. More research is necessary to un- judgments can be observed. In particular, nine out of ten subjects derstand the reasons, interrelations, and implications of such per- underestimate distances (except for the subject whose results are ceptual biases introduced by VR technologies in IVEs. depicted in Figure4(c)). Furthermore, the results highlight that six subjects underestimate speed (cf. Figure4(b),(f)-(j)), but that sub- jects in case they overestimate speed, tend to highly overestimate Acknowledgements speed (cf. Figure4(a),(c),(d),(e)). In future experiments, such cor- relations may be considered in more detail. Authors of this work are supported by the German Research Foun- dation. It is important to determine the magnitude of common mispercep- tion in IVEs, in particular with current-state HMDs like the Ocu- lus Rift. Such misperception effects greatly limit the applications References of VR technologies in domains that require spatial perception that matches the real world. However, it is a challenging task to remedy ALLISON,R.S.,HARRIS,L.R.,JENKIN,M.,JASIOBEDZKA, the causes of these effects. In contrast, different approaches may be U., AND ZACHER, J. E. 2001. Tolerance of temporal delay used to compensate for misperception by alleviating the effects in in virtual environments. In Proceedings of Virtual Reality (VR), one of the motion components. Examples are magnification based IEEE, 247–253. on the field of view [Kuhl et al. 2009], increased optic flow [Bruder et al. 2012], up-scaled travel distances [Interrante et al. 2007] etc. BANTON, T., STEFANUCCI,J.,DURGIN, F., FASS,A., AND In particular, our PSEs suggest that distances and speed may be PROFFITT, D. 2005. The perception of walking speed in a virtual scaled such that users judge them as veridical, and exogenous cues environment. Presence 14, 4, 394–406. may be scaled to provide a more accurate time perception. How- ever, while these approaches provide advantages in the scope of a BERTHOZ, A. 2000. The Brain’s Sense of Movement. Harvard motion component, and may even lead to accurate impressions of University Press, Cambridge, Massachusetts. self-motion, potential disadvantages may arise from side-effects of manipulations on the other motion components and cognitive pro- BOTTEMA,O., AND ROTH, B. 2012. Theoretical Kinematics. cesses, which should be considered. Dover. BREMMER, F., AND LAPPE, M. 1999. The use of optical veloci- 5 Conclusion ties for distance discrimination and reproduction during visually simulated self-motion. Experimental Brain Research 127, 1, 33– In this paper we have analyzed the triple of self-motion speed, dis- 42. tance, and time perception in an IVE using the same setup and simi- lar protocols. In psychophysical experiments in an Oculus Rift IVE BRUDER,G.,STEINICKE, F., WIELAND, P., AND LAPPE,M. we measured PSEs indicating a bias in the three components of self- 2012. Tuning self-motion perception in virtual reality with vi- motion perception. The results show that virtual walking distances sual . IEEE Transactions on Visualization and Computer on average were underestimated by 19.0%, virtual speeds on aver- Graphics (TVCG) 18, 7, 1068–1078. age were underestimated by 5.7%, and time was overestimated by 4.2% in the IVE. BRUDER,G.,WIELAND, P., BOLTE,B.,LAPPE,M., AND STEINICKE, F. 2013. Going with the flow: Modifying self- As illustrated in Figure3, differences in this self-motion triple in- motion perception with computer-mediated optic flow. In Pro- dicate perceptual biases, which may be effected by VR hard- and ceedings of International Symposium on Mixed and Augmented software or individual differences, and should be triangulated over Reality (ISMAR), IEEE, 67–74. CHOI, J. T., AND BASTIAN, A. J. 2007. Adaptation reveals in- field distance perception in large-screen immersive displays. In dependent control networks for human walking. Nature Neuro- Proceedings of Virtual Reality (VR), IEEE, 107–113. science 10, 1055–1062. KRAMER,A., AND MERROW, M. 2013. Handbook of Experimen- COHEN,J.,HANSEL,C.E.M., AND SYLVESTER, J. D. 1953. A tal Pharmacology 217: Circadian Clocks. Springer. new phenomenon in time judgment. Nature 172, 901. KUHL,S.A.,THOMPSON, W. B., AND CREEM-REGEHR,S.H. CORNSWEET, T. N. 1962. The staircase-method in psychophysics. 2009. HMD calibration and its effects on distance judgments. The American Journal of Psychology 75, 3, 485–491. ACM Transactions on Applied Perception (TAP), in press.

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