Analyzing Accurate Egocentric Distance Estimates of University Students in Virtual Environments with a Desktop Display and Gear VR Display
The perception of distances is crucial in both the real world and virtual environments. However, distances can be incorrectly estimated in the latter one, and they can be affected by technological and human factors. We created a virtual environment to take a step toward understanding this phenomenon...
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Format: | Article |
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MDPI AG
2023-05-01
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Series: | Electronics |
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Online Access: | https://www.mdpi.com/2079-9292/12/10/2253 |
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author | Tibor Guzsvinecz Erika Perge Judit Szűcs |
author_facet | Tibor Guzsvinecz Erika Perge Judit Szűcs |
author_sort | Tibor Guzsvinecz |
collection | DOAJ |
description | The perception of distances is crucial in both the real world and virtual environments. However, distances can be incorrectly estimated in the latter one, and they can be affected by technological and human factors. We created a virtual environment to take a step toward understanding this phenomenon. We assessed the egocentric distance estimation skills of 239 university students at 10 various distances between 25 cm and 160 cm at 15 cm intervals. A desktop display was used by 157 students, while the Gear VR display was used by 72 students. The effects of the following factors were analyzed: gender, height, dominant arm, previous VR experience, gaming hours per week, whether the participants wore glasses, their field of study, and display device. Logistic regression analysis was performed to assess their influences on the probabilities of accurate distance estimates, while linear regression analysis was conducted to examine their effects on estimation times. The results show that except for the factors of whether the participants wore glasses and their field of study, the probabilities of accurate distance estimates can be affected along with estimation times themselves. |
first_indexed | 2024-03-11T03:47:00Z |
format | Article |
id | doaj.art-b1cc7375ed3442ff97ed8813408e9988 |
institution | Directory Open Access Journal |
issn | 2079-9292 |
language | English |
last_indexed | 2024-03-11T03:47:00Z |
publishDate | 2023-05-01 |
publisher | MDPI AG |
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series | Electronics |
spelling | doaj.art-b1cc7375ed3442ff97ed8813408e99882023-11-18T01:09:51ZengMDPI AGElectronics2079-92922023-05-011210225310.3390/electronics12102253Analyzing Accurate Egocentric Distance Estimates of University Students in Virtual Environments with a Desktop Display and Gear VR DisplayTibor Guzsvinecz0Erika Perge1Judit Szűcs2Department of Information Technology and Its Applications, Faculty of Information Technology, University of Pannonia, Gasparich M. utca 18/A, 8900 Zalaegerszeg, HungaryDepartment of Basic Technical Studies, Faculty of Engineering, University of Debrecen, Ótemető utca 2, 4028 Debrecen, HungaryDepartment of Information Technology and Its Applications, Faculty of Information Technology, University of Pannonia, Gasparich M. utca 18/A, 8900 Zalaegerszeg, HungaryThe perception of distances is crucial in both the real world and virtual environments. However, distances can be incorrectly estimated in the latter one, and they can be affected by technological and human factors. We created a virtual environment to take a step toward understanding this phenomenon. We assessed the egocentric distance estimation skills of 239 university students at 10 various distances between 25 cm and 160 cm at 15 cm intervals. A desktop display was used by 157 students, while the Gear VR display was used by 72 students. The effects of the following factors were analyzed: gender, height, dominant arm, previous VR experience, gaming hours per week, whether the participants wore glasses, their field of study, and display device. Logistic regression analysis was performed to assess their influences on the probabilities of accurate distance estimates, while linear regression analysis was conducted to examine their effects on estimation times. The results show that except for the factors of whether the participants wore glasses and their field of study, the probabilities of accurate distance estimates can be affected along with estimation times themselves.https://www.mdpi.com/2079-9292/12/10/2253desktop displayegocentric distance estimationGear VRhuman–computer interactionimmersionvirtual environment |
spellingShingle | Tibor Guzsvinecz Erika Perge Judit Szűcs Analyzing Accurate Egocentric Distance Estimates of University Students in Virtual Environments with a Desktop Display and Gear VR Display Electronics desktop display egocentric distance estimation Gear VR human–computer interaction immersion virtual environment |
title | Analyzing Accurate Egocentric Distance Estimates of University Students in Virtual Environments with a Desktop Display and Gear VR Display |
title_full | Analyzing Accurate Egocentric Distance Estimates of University Students in Virtual Environments with a Desktop Display and Gear VR Display |
title_fullStr | Analyzing Accurate Egocentric Distance Estimates of University Students in Virtual Environments with a Desktop Display and Gear VR Display |
title_full_unstemmed | Analyzing Accurate Egocentric Distance Estimates of University Students in Virtual Environments with a Desktop Display and Gear VR Display |
title_short | Analyzing Accurate Egocentric Distance Estimates of University Students in Virtual Environments with a Desktop Display and Gear VR Display |
title_sort | analyzing accurate egocentric distance estimates of university students in virtual environments with a desktop display and gear vr display |
topic | desktop display egocentric distance estimation Gear VR human–computer interaction immersion virtual environment |
url | https://www.mdpi.com/2079-9292/12/10/2253 |
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