Maze experiments


A series of four experiments have aimed at discovering differences between the spatial representations of virtual environments vs. real world environments. In general, these experiments teach people about the configuration of a maze in a VE and test their knowledge of it in a real-world maze in our lab.

Experiment one: Development of route representations
Experiment two: Development of route representations
Experiment three: Survey representations
Experiment four: Factors affecting representations

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Distance estimation experiments


Three experiments have examined characteristics of distance perception in VE’s. Using an ecological approach (in which participants are able to navigate freely through the VE before estimating distances) these experiments have tested the effects of several variables on people’s estimates of exocentric (interobject) distances. A variety of psychophysical models have been tested. Generally, as with real world distance estimations, a (Steven’s) power function fits the data best. In general, exocentric distances are overestimated; yet, exponent estimates from best-fitting power functions are typically less than one.

The first two experiments have been written-up and are currently under review at Presence. A postscript file of the manuscript is available for downloading here. Figures are available here. Or view the .pdf file here: Download

Experiment one: Immersion, perspective cues, barriers, and gender
Experiment two: GFOV, feedback, and gender
Experiment three: Apparent scale

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Using VE’s for training a small scale assembly task


Two experiments have examined the utility of VE’s for training small-scale assembly tasks. Imagine designing a system to train a mechanic how to assemble an engine. Paper tutorials are perhaps the most common means of training; however, video and virtual environments offer promising alternatives. These experiments were designed to test the relative utility of VE’s, video, and paper-based training. Previous research has shown little effect of VE’s in training motor skills (Kozac et al, 1993, but see Todorov, Shadmehr, & Bizzi, 1997). We feel that a VE trainer will be more effective for training spatial skills that have a large cognitive component. The task we trained involved using three-dimensional spatial knowledge of the placements of blocks in a ‘circuit board.’

Experiment one: VE training aids retention
Experiment two: The effect of interactivity

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Individual difference variables in virtual environment training



Input device effect on orientation acquisition


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