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            Direct perception, as part of the ecological approach to perception, defines a relationship between an organism and their environment that is specified by lawful information. Researchers can apply the ecological approach to eXtended Reality (XR) work to obtain a richer understanding of users’ perception-action coordination in novel virtual settings. To encourage widespread adoption of this theoretical framework, this methodological paper introduces four major concepts from the ecological approach that are highly relevant to XR applications. We also provide an overview of existing literature to illustrate how those concepts may be used to inform and test their designs. These elements include the study of calibration and attunement, affordances, action based responses, and intrinsic scaling for measurements. The goal of this work is to increase awareness of the value of the ecological approach, and to provide a practical, evidence-based reference for researchers interested in applying these techniques in XR research.more » « lessFree, publicly-accessible full text available August 8, 2026
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            Maps have long been a favored tool for navigation in both physical and virtual environments. As a navigation aid in virtual reality, map content and appearance can differ significantly. In this paper, three mini-maps are addressed: the WiM-3DMap, which provides a standard World-in-Miniature of the city model; the novel UC-3DMap, featuring important landmarks alongside ordinary buildings within the user’s vicinity; and the LM-3DMap, presenting only important landmarks. These mini-maps offer varying levels of building detail, potentially affecting spatial knowledge acquisition performance in diverse ways. A comparative study was conducted to evaluate the effectiveness of WiM-3DMap, UC-3DMap, LM-3DMap, and a baseline condition without a mini-map in spatial tasks such as spatial updating, landmark recall, landmark placement, and route recall. The findings demonstrated that LM-3DMap and UC-3DMap outperform WiM-3DMap in the tasks of spatial updating, landmark placement and route recall. However, the absence of detailed local context around the user may impede the effectiveness of LM-3DMap, as evidenced by UC-3DMap’s superior performance in the landmark placement task. These findings underscore the differences in effectiveness among various mini-maps that present distinct levels of building detail. A key conclusion is that including ordinary building information in the user’s immediate surroundings can significantly enhance the performance of a mini-map relying solely on landmarks.more » « lessFree, publicly-accessible full text available March 8, 2026
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            This empirical evaluation aimed to investigate how size perception differs between OST AR and the real world, focusing on two judgment methods: verbal reports and physical judgments. Using a within-subjects experimental design, participants viewed target objects in different sizes in both AR and real-world conditions and estimated their sizes using verbal and physical judgment methods across multiple trials. The study addressed two key hypotheses: (H1) that size perception in AR would differ from the Real World, potentially due to rendering limitations in OST-HMDs, and (H2) that verbal reports and physical judgments would yield different levels of accuracy due to distinct cognitive and perceptual processes involved in each method. Our findings supported these hypotheses, revealing key differences in size perception between the two judgment methods and viewing conditions. Participants consistently underestimated object sizes when using verbal reports in both AR and real-world conditions, with more pronounced errors in AR. In contrast, physical judgments yielded more accurate size estimates under both viewing conditions. Notably, the accuracy of verbal reports decreased as target sizes increased, a trend that was particularly evident in AR. These results underscore the perceptual challenges associated with verbal size judgments in AR and their potential limitations in applications requiring precise size estimations. By highlighting the differences in accuracy and consistency between verbal and physical judgment methods, this study contributes to a deeper understanding of size perception in OST AR and real-world contexts.more » « lessFree, publicly-accessible full text available March 8, 2026
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            Interpupillary distance (IPD) is the most important parameter for creating a user-specific stereo parallax, which in turn is crucial for correct depth perception. This is why contemporary Head-Mounted Displays (HMDs) offer adjustable lenses to adapt to users’ individual IPDs. However, today’s Video See-Through Augmented Reality (VST AR) HMDs use fixed camera placements to reconstruct the stereoscopic view of a user’s environment. This leads to a potential mismatch between individual IPD settings and the fixed Inter-Camera Distances (ICD), which can lead to perceptual incongruencies, limiting the usability and, potentially, the applicability of VST AR in depth-sensitive use cases. To investigate this incongruency between IPD and ICD, we conducted a 2 × 3 mixed-factor design user study using a near-field, open-loop reaching task comparing distance judgments of Virtual Reality (VR) and VST AR. We also investigated changes in reaching performance via perceptual calibration by incorporating a feedback phase between pre- and post-phase conditions, with a particular focus on the influence of IPD-ICD differences. Our Linear Mixed Model (LMM) analysis showed a significant difference between VR and VST AR, an effect of IPD-ICD mismatch, and a combined effect of both factors. However, subjective measures showed no effect underlining the subconscious nature of the perception of VST AR. This novel insight and its consequences are discussed specifically for depth perception tasks in AR, eXtended Reality (XR), and potential use cases.more » « lessFree, publicly-accessible full text available March 8, 2026
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            Many AR applications require users to perceive, estimate and calibrate to the size of objects presented in the scene. Distortions in size perception in AR could potentially influence the effectiveness of skills transferred from the AR to the real world. We investigated the after-effects or carry-over effects of calibration of size perception in AR to the real world (RW), by providing feedback and an opportunity for participants to correct their judgments in AR. In an empirical evaluation, we employed a three-phase experiment design. In the pretest phase, participants made size estimations to target objects concurrently using both verbal reports and physical judgment in RW as a baseline. Then, they estimated the size of targets, and then were provided with feedback and subsequently corrected their judgments in a calibration phase. Followed by which, participants made size estimates to target objects in the real world. Our findings revealed that the carryover effects of calibration successfully transferred from AR to RW in both verbal reports and physical judgment methods.more » « less
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            Spatial perception in virtual reality (VR) has been a hot research topic for years. Most of the studies on this topic have focused on visual perception and distance perception. Fewer have examined auditory perception and room size perception, although these aspects are important for improving VR experiences. Recently, a number of studies have shown that perception can be calibrated to information that is relevant to the successful completion of everyday tasks in VR (such as distance estimation and spatial perception). Also, some recent studies have examined calibration of auditory perception as a way to compensate for the classic distance compression problem in VR. In this paper, we present a calibration method for both visual and auditory room size perception. We conducted experiments to investigate how people perceive the size of a virtual room and how the accuracy of their size perception can be calibrated by manipulating perceptible auditory and visual information in VR. The results show that people were more accurate in perceiving room size by means of vision than in audition, but that they could still use audition to perceive room size. The results also show that during calibration, auditory room size perception exhibits learning effects and its accuracy was greatly improved after calibration.more » « less
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            In this contribution, we propose to enhance two distant object manipulation techniques, BMSR (Bimanual Near-Field Metaphor with Scaled Replica) and the classic Scaled HOMER (Scaled Hand-Centered Object Manipulation Extending Ray Casting), via nearfield scaled replica manipulation and viewing. In the proposed Direct BMSR, context replicas are displayed so that the target replica can be manipulated relative to its context, allowing the user to directly manipulate the target replica in their arm’s reach space. Some additional features were implemented to make Direct BMSR an effective interface for manipulating objects from a distance. We proposed Scaled HOMER+NFSRV, which augments Scaled HOMER with a near-field scaled replica view (NFSRV) of the target object and its context, enabling the user to observe how the target replica is manipulated in relation to its context in their arm’s reach space while manipulating it from a distance. We conducted a between-subjects empirical evaluation of BMSR, Direct BMSR, Scaled HOMER, and Scaled HOMER+NFSRV. Our findings revealed that Direct BMSR and Scaled HOMER+NFSRV significantly outperformed BMSR and Scaled HOMER, respectively, in terms of accuracy. This finding highlights the advantages of adding near-field scaled replica viewing and manipulation with respect to distant object manipulation.more » « less
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            Research has shown that environmental cues affect long-term memory and spatial cognition, but there is still a lack of understanding of the exact characteristics that produce these effects. We conducted a virtual reality (VR) within-subjects repeated measures study on 51 participants to test color congruency. Participants saw and studied 20 objects, then completed object recall and placement tasks in a recall room with a congruent or incongruent color. The objective and subjective data we gathered suggest that congruent color conditions influenced long-term memory and speed for recalled objects. Object size was also shown to influence spatial cognition and long-term memory.more » « less
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            The perception of distance is a complex process that often involves sensory information beyond that of just vision. In this work, we investigated if depth perception based on auditory information can be calibrated, a process by which perceptual accuracy of depth judgments can be improved by providing feedback and then performing corrective actions. We further investigated if perceptual learning through carryover effects of calibration occurs in different levels of a virtual environment’s visibility based on different levels of virtual lighting. Users performed an auditory depth judgment task over several trials in which they walked where they perceived an aural sound to be, yielding absolute estimates of perceived distance. This task was performed in three sequential phases: pretest, calibration, posttest. Feedback on the perceptual accuracy of distance estimates was only provided in the calibration phase, allowing to study the calibration of auditory depth perception. We employed a 2 (Visibility of virtual environment) ×3 (Phase) ×5 (Target Distance) multi-factorial design, manipulating the phase and target distance as within-subjects factors, and the visibility of the virtual environment as a between-subjects factor. Our results revealed that users generally tend to underestimate aurally perceived distances in VR similar to the distance compression effects that commonly occur in visual distance perception in VR. We found that auditory depth estimates, obtained using an absolute measure, can be calibrated to become more accurate through feedback and corrective action. In terms of environment visibility, we find that environments visible enough to reveal their extent may contain visual information that users attune to in scaling aurally perceived depth.more » « less
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            Active exploration in virtual reality (VR) involves users navigating immersive virtual environments, going from one place to another. While navigating, users often engage in secondary tasks that require attentional resources, as in the case of distracted driving. Inspired by research generally studying the effects of task demands on cybersickness (CS), we investigated how the attentional demands specifically associated with secondary tasks performed during exploration affect CS. Downstream of this, we studied how increased attentional demands from secondary tasks affect spatial memory and navigational performance. We discuss the results of a multi-factorial between-subjects study, manipulating a secondary task's demand across two levels and studying its effects on CS in two different sickness-inducing levels of an exploration experience. The secondary task's demand was manipulated by parametrically varying n in an aural n-back working memory task and the provocativeness of the experience was manipulated by varying how frequently users experienced a yaw-rotational reorientation effect during the exploration. Results revealed that increases in the secondary task's demand increased sickness levels, also resulting in a higher temporal onset rate, especially when the experience was not already highly sickening. Increased attentional demand from the secondary task also vitiated navigational performance and spatial memory. Overall, increased demands from secondary tasks performed during navigation produce deleterious effects on the VR experience.more » « less
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