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  1. Virtual reality users are susceptible to disorientation, particularly when using locomotion interfaces that lack self-motion cues. Environmental cues, such as boundaries defined by walls or a fence, provide information to help the user remain oriented. This experiment evaluated whether the type of boundary impacts its usefulness for staying oriented. Participants wore a head-mounted display and performed a triangle completion task in virtual reality by traveling two outbound path segments before attempting to point to the path origin. The task was completed with two teleporting interfaces differing in the availability of rotational self-motion cues, and within five virtual environments differing in the availability and type of boundaries. Pointing errors were highest in an open field without environmental cues, and lowest in a classroom with walls and landmarks. Environments with a single square boundary defined by a fence, drop-off, or floor texture discontinuity led to errors in between the open field and the classroom. Performance with the floor texture discontinuity was similar to that with navigational barriers (i.e., fence and drop-off), indicating that an effective barrier need not be a navigational impediment. These results inform spatial cognitive theory about boundary-based navigation and inform application by specifying the types of environmental and self-motion cues that designers of virtual environments should include to reduce disorientation in virtual reality. 
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  2. Teleporting is a popular interface for locomotion through virtual environments (VEs). However, teleporting can cause disorientation. Spatial boundaries, such as room walls, are effective cues for reducing disorientation. This experiment explored the characteristics that make a boundary effective. All boundaries tested reduced disorientation, and boundaries representing navigational barriers (e.g., a fence) were no more effective than those defined only by texture changes (e.g., flooring transition). The findings indicate that boundaries need not be navigational barriers to reduce disorientation, giving VE designers greater flexibility in the spatial cues to include. 
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  3. null (Ed.)
    The number of people who own a virtual reality (VR) head-mounted display (HMD) has reached a point where researchers can readily recruit HMD owners to participate remotely using their own equipment. However, HMD owners recruited online may differ from the university community members who typically participate in VR research. HMD owners (n=220) and non-owners (n=282) were recruited through two online work sites-Amazon's Mechanical Turk and Prolific-and an undergraduate participant pool. Participants completed a survey in which they provided demographic information and completed measures of HMD use, video game use, spatial ability, and motion sickness susceptibility. In the context of the populations sampled, the results provide 1) a characterization of HMD owners, 2) a snapshot of the most commonly owned HMDs, 3) a comparison between HMD owners and non-owners, and 4) a comparison among online workers and undergraduates. Significant gender differences were found: men reported lower motion sickness susceptibility and more video game hours than women, and men outperformed women on spatial tasks. Men comprised a greater proportion of HMD owners than non-owners, but after accounting for this imbalance, HMD owners did not differ appreciably from non-owners. Comparing across recruitment platform, male undergraduates outperformed male online workers on spatial tests, and female undergraduates played fewer video game hours than female online workers. The data removal rate was higher from Amazon compared to Prolific, possibly reflecting greater dishonesty. These results provide a description of HMD users that can inform researchers recruiting remote participants through online work sites. These results also signal a need for caution when comparing in-person VR research that primarily enrolls undergraduates to online VR research that enrolls online workers. 
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  4. null (Ed.)
    Teleporting interfaces are widely used in virtual reality applications to explore large virtual environments. When teleporting, the user indicates the intended location in the virtual environment and is instantly transported, typically without self-motion cues. This project explored the cost of teleporting on the acquisition of survey knowledge (i.e., a ”cognitive map”). Two teleporting interfaces were compared, one with and one without visual and body-based rotational self-motion cues. Both interfaces lacked translational self-motion cues. Participants used one of the two teleporting interfaces to find and study the locations of six objects scattered throughout a large virtual environment. After learning, participants completed two measures of cognitive map fidelity: an object-to-object pointing task and a map drawing task. The results indicate superior spatial learning when rotational self-motion cues were available. Therefore, virtual reality developers should strongly consider the benefits of rotational self-motion cues when creating and choosing locomotion interfaces. 
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  5. Teleportation in virtual reality (VR) affords the ability to explore beyond the physical space. Previous work has demonstrated that this interface comes at a spatial cognitive cost – though, upon closer inspection, not everyone appears similarly affected. A latent profile analysis identified three groups that significantly differed on spatial updating performance and follow-up analyses showed significant differences in objective measures of spatial ability (e.g., mental rotation and perspective-taking). These results suggest that there are individual differences in domains of spatial cognition that are related to how well a user may keep track of his or her location while teleporting in VR. 
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