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Evoking and assessing vastness in virtual environments

Published: 13 September 2015 Publication History

Abstract

Many have experienced vastness, the feeling when the visual space seems to extend without limits away from you, making you feel like a small element within the space. For over 200 years, people have been writing about this experience, for example stating that vastness is important to the experience of awe [Mikulak 2015]. Yet vastness has received little attention in empirical research. Specifically, it is unknown which aspects of the visual stimulus contribute to perceived vastness. This may be due to the inherent difficulties in presenting a variety of vast stimuli while varying only specific visual cues. Using virtual reality addresses these difficulties, as this technology provides precise control over the presented visual stimuli. Here we investigate whether the feeling of vastness can be evoked using virtual reality and explore potential objective measures to assess vastness. We used three different measures during this experiment: 1) An avatar height adjustment task where participants had to adjust an avatar to be equivalent to their own height as viewed from a distance, 2) a distance estimation task and 3) a subjective vastness rating task. These tasks were performed in four environments: a plain (used in all subsequent environments for the ground and sky surfaces), a forest, a mountain and the mountain and forest environments combined. Our results indicate that the feeling of vastness can indeed be experienced to various degrees in virtual environments, demonstrating the potential of VR as a tool for exploring the perception of vastness. Yet the results combined suggest that the percept of vastness is a rather complex construct.

References

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Keltner, D., and Haidt, J. 2003. Approaching awe, a moral, spiritual, and aesthetic emotion. Cognition & Emotion 17, 2, 297--314.
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Loomis, J. M., and Philbeck, J. W. 2008. Measuring spatial perception with spatial updating and action. In Embodiment, Ego-Space, and Action, R. L. Klatzky, B. MacWihnney, and M. Behrmann, Eds. Taylor & Francis, New York.
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Loomis, J., Blascovich, J., and Beall, A. 1999. Immersive virtual environment technology as a basic research tool in psychology. Behavior Research Methods, Instruments, & Computers 31, 4, 557--564.
[4]
Mikulak, A. 2015. All about awe. Observer 28, 4 (Apr.).
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Rudd, M., Vohs, K. D., and Aaker, J. 2012. Awe expands peoples perception of time, alters decision making, and enhances well-being. Psychological science 23, 10, 1130--1136.
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Shiota, M. N., Keltner, D., and Mossman, A. 2007. The nature of awe: Elicitors, appraisals, and effects on self-concept. Cognition and Emotion 21, 5, 944--963.
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Slater, M. 2014. Grand challenges in virtual environments. Frontiers in Robotics and AI 1, 3.
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Thompson, W. B., Willemsen, P., Gooch, A. A., Creem-Regehr, S. H., Loomis, J. M., and Beall, A. C. 2004. Does the quality of the computer graphics matter when judging distances in visually immersive environments. Presence: Teleoper. Virtual Environ. 13, 5 (Oct.), 560--571.

Cited By

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  • (2019)Space—A Virtual Frontier: How to Design and Evaluate a Virtual Reality Experience of the Overview EffectFrontiers in Digital Humanities10.3389/fdigh.2019.000076Online publication date: 25-Apr-2019
  • (2018)Are You Awed Yet? How Virtual Reality Gives Us Awe and Goose BumpsFrontiers in Psychology10.3389/fpsyg.2018.021589Online publication date: 9-Nov-2018
  • (2018)Design Principles for Room-Scale Virtual Reality: A Design Experiment in Three DimensionsDesigning for a Digital and Globalized World10.1007/978-3-319-91800-6_1(3-17)Online publication date: 19-May-2018

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cover image ACM Conferences
SAP '15: Proceedings of the ACM SIGGRAPH Symposium on Applied Perception
September 2015
139 pages
ISBN:9781450338127
DOI:10.1145/2804408
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

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Publication History

Published: 13 September 2015

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Author Tags

  1. measures
  2. vastness
  3. virtual reality

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SAP '15
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SAP '15: ACM Symposium on Applied Perception 2015
September 13 - 14, 2015
Tübingen, Germany

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Overall Acceptance Rate 43 of 94 submissions, 46%

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Cited By

View all
  • (2019)Space—A Virtual Frontier: How to Design and Evaluate a Virtual Reality Experience of the Overview EffectFrontiers in Digital Humanities10.3389/fdigh.2019.000076Online publication date: 25-Apr-2019
  • (2018)Are You Awed Yet? How Virtual Reality Gives Us Awe and Goose BumpsFrontiers in Psychology10.3389/fpsyg.2018.021589Online publication date: 9-Nov-2018
  • (2018)Design Principles for Room-Scale Virtual Reality: A Design Experiment in Three DimensionsDesigning for a Digital and Globalized World10.1007/978-3-319-91800-6_1(3-17)Online publication date: 19-May-2018

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