Spatial User Interfaces along the Reality-Virtuality continuum heavily depend on accurate depth perception. However, current display technologies still exhibit shortcomings in the simulation of accurate depth cues, and these shortcomings also vary between Virtual or Augmented Reality (VR, AR: eXtended Reality (XR) for short). This article compares depth perception between VR and Video See-Through (VST) AR.
View Article and Find Full Text PDFTrust is a key feature of social relationships. Common measures of trust, questionnaires and economic games, lack ecological validity. Hence, we sought to introduce an immersive, virtual reality (VR) measure for the behavioral assessment of trust across remote and in-person settings, building on the maze task of Hale et al.
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February 2023
Mixed Reality (MR) applications along Milgram's Reality-Virtuality (RV) continuum motivated a number of recent theories on potential constructs and factors describing MR experiences. This paper investigates the impact of incongruencies that are processed on different information processing layers (i.e.
View Article and Find Full Text PDFA novel theoretical model recently introduced coherence and plausibility as the essential conditions of XR experiences, challenging contemporary presence-oriented concepts. This article reports on two experiments validating this model, which assumes coherence activation on three layers (cognition, perception, and sensation) as the potential sources leading to a condition of plausibility and from there to other XR qualia such as presence or body ownership. The experiments introduce and utilize breaks in plausibility (in analogy to breaks in presence): We induce incoherence on the perceptual and the cognitive layer simultaneously by a simulation of object behaviors that do not conform to the laws of physics, i.
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