J. Edward Swan II

Depth Judgments by Reaching and Matching in Near-Field Augmented Reality

Gurjot Singh, J. Edward Swan II, J. Adam Jones, and Stephen R. Ellis. Depth Judgments by Reaching and Matching in Near-Field Augmented Reality. In Poster Compendium, Proceedings of IEEE Virtual Reality 2012, pp. 165–166, March 2012. DOI: 10.1109/VR.2012.6180933.
Winner of an Honorable Mention award at IEEE Virtual Reality 2012.

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Abstract

In this abstract we describe an experiment that measured depth judgments in optical see-through augmented reality (AR) at near-field reaching distances of  24 to  56 cm. The 2 x 2 experiment crossed two depth judgment tasks, perceptual matching and blind reaching, with two different environments, a real-world environment and an augmented reality environment. We designed a task that used a direct reaching gesture at constant percentages of each participant's maximum reach; our task was inspired by previous work by Tresilian and Mon-Williams [6] that found very accurate blind reaching results in a real-world environment.

BibTeX

@InProceedings{VR12-djt, 
  author =      {Gurjot Singh and J. Edward {Swan~II} and J. Adam Jones and Stephen R. Ellis}, 
  title =       {Depth Judgments by Reaching and Matching in Near-Field Augmented Reality}, 
  booktitle =   {Poster Compendium, Proceedings of IEEE Virtual Reality 2012}, 
  location =    {Orange County, CA, USA}, 
  date =        {March 4--8}, 
  month =       {March}, 
  year =        2012, 
  pages =       {165--166}, 
  note =        {DOI: <a target="_blank"
                 href="https://doi.org/10.1109/VR.2012.6180933">10.1109/VR.2012.6180933</a>.} 
  wwwnote =     {<b>Winner of an Honorable Mention award at IEEE Virtual Reality 2012</b>.}, 
  abstract =    { 
In this abstract we describe an experiment that measured depth 
judgments in optical see-through augmented reality (AR) at near-field 
reaching distances of ~24 to ~56 cm. The 2 x 2 experiment 
crossed two depth judgment tasks, perceptual matching and blind 
reaching, with two different environments, a real-world environment 
and an augmented reality environment. We designed a task 
that used a direct reaching gesture at constant percentages of each 
participant's maximum reach; our task was inspired by previous 
work by Tresilian and Mon-Williams [6] that found very accurate 
blind reaching results in a real-world environment. 
}, 
}