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Last updated 10:58 AM on 5/15/26
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485 Terms

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VR systems share 3 main features

Immersion, interaction & sense of presence

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Immersion is how well the VR system isolates the user from reality and whether the user's senses create a believable virtual world.

the ability of the VR to trick you into feeling somewhere else It is linked to the hardware capabilities and depends on objective stimulus richness

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Head-mounted display (HMD)

Large glasses that project 2 separate images create a convincing illusion of 3D

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VR input devices

controllers gloves motion trackers

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cues used by the brain to create the perception of space

binocular cues monocular cues dynamic cues

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monocular cues

allow us to see depth w/one eye cues that do not need interaction of both eyes e.g shading, texture

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occulsion

creates an illusion of depth by having objects overlap e.g darker square behind light one shows the light one behind

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linear perspective

a depth indication based on perspective distortion e.g objects further away appear smaller

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Binocular vision

ability to use both eyes together to create a unified image provides superior quality & depth perception creates 3d

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Binocular depth cues

require input from both eyes to create depth e.g disparity

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Disparity

Comparing slightly different visual cues creates depth

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Binocular disparity

Difference in images between the 2 eyes eye further away means worse stereopsis

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Dynamic cues

cues received through movement motion parallax accretion

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motion parallax

a depth cue where nearby objects appear to move faster/in the opposite direction than distant objects from an observer's perspective

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accretion

A moving surface can uncover hidden textures leads brain to perceive textures as part of a closer object creates a sense of relative depth

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stereopsis

brain’s transformation of disparity into depth perception Through retinas, we get a slightly different view of the world surgeons need very good stereopsis

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stereovision

uses convergence + retinal disparities

Crossed vs uncrossed disparities distinguish near vs far objects

VR uses parallax between left/right displays to fake depth

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convergence

the closer an object is, the more your eyes cross/converge to keep it focused in both retinas

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horopter

the area in which we fixate so that we can correspond the separate images of the 2 eyes all points in reality that are mapped onto corresponding points on the retina from the horopter

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Anaglyphs

images composed of 2 slightly different perspectives of the same object & superimposed on each other in contrasting colours produced a 3d effect when viewed through corresponding colored filters e.g 3D images

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large disparity

a greater horizontal shift between the left & right objects appear more separated enhancing 3D effect/sense of depth

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Small disparity

objects appear closer to each other, creating a subtle 3D effect a slight perception of depth makes the scene feel less dramatic and more natural ideal for scenes where you want a gentle or comfortable 3D experience without a strong "pop-out" effect

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Panum’s fusional area

region where vision disparity can still be fused

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depth perception

created by minimal differences of the L & R eye images

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stereoblindness

inability to see in 3D using stereopsis cannot perceive depth by combing images results in a blur 7% (2019)

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Stereopsis is important because

precise depth perception (certain professions) perception & action (think sports & camouflage) 3D vision in other animals, evolutionary evidence gaming, 3D movies and VR improve our stereovision

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Why should we care about stereovision in VR research

problem of creating 3d space problem of accommodative distance & vergence

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Vergence

the coordinated movement of both eyes in opposite directions to sustain binocular vision ◦ eye’s vison needs to meet to see the 3d vison ◦ Adjustment of viewing angles of both eyes to match the depth of objects ◦ can cause retinal disparity

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Vergence-Accommodation Conflict (VAC)

when the eyes converge on the HMD screen (near) but accommodation cues suggest a different depth from retinal disparity (far) mismatch between vergence & accommodation

causes visual discomfort & eye strain fixed by bringing objects clsoer to display plane

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degree of freedom within VR

3 DoF 6 Dof

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3 DoF

can track rotational motion but not translational can track whether the user has turned their head left/right, tilted it up/down, or pivoted less popular

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6 DoF

360 degree enviroment which can be changed & moved within it can track movement and person

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why would a VR be tethered?

tethered to a computer programme allowing it to run immersive experience

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First ever experience of virtual reality (19th century)

creations of 360 degree murals illusion of being part of the depicted scene e.g historical event

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Extended reality (XR) spectrum

VR is on a spectrum from partially immerive to fully immersive digital

(VR) <——Mixed reality——→ Real (Augmented reality)

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Stereoscope (Wheatstone, 1838)

Beginning of VR First device showing depth from 2 images stereoscopic photos & viewers led to the explosion of the 3D industry

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Link Trainer (1929)

early use of technology to create an immersive enviroment for training First flight simulator electromechanical device simulated turbulence used extensively in WWII

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view master (1939)

popular stereoscopic viewer used for virtual tourisms

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Pygmalion’s spectacles (Weinbaum, 1930s)

fictional goggles predicting modern VR predicted experience a fictional world through all senses

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Sensorama (Heilig, 1950s)

early multisensory immersion via small cabinet designed to create virtual world sight, sound, smell, touch, motion very big/inconvient

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Telesphere Mask (Heligi, 1960)

first head-mounted display lacked motion tracking abilities

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Head sight (Bryan & Comeua, 1961)

first motion tracking HMD designed for military purposes allows users to remotley view dangerous situations video screen for each eye w/magnetic motion tracking system allowing user to look around critical step in development of VR HMDs & motiona tracking

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Ultimate display (Sutherland, 1965)

described a virtual world that could be viewed through HMD visual, auditory & interactive laid the theoretical groundwork for many aspects of VR considered a foundational blueprint for VR

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Sword of Damocles (Sutherland & Sproull, 1968)

First VR/AR HMD connected to a computer required wires/framed rooms head tracking via wires hanging from the ceiling

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Flight simulators (1960-90s)

development of VR for aviation head tracker, 180deg configeration CG graphics real-time interactivity used for NASA astronaut training Simulated driving a rover on mars

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VR in 1970s-80s

Krueger’s AR ◦ video place MIT movie map ◦ precursor to google street view research dominated by military, NASA & Aerospace

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VR 2010s-present

Oculus Rift prototypes facebook buys oculus consumer VR boom standalone HMD → oculus quest On going advances

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Current applications of VR

Entertainment/gaming cinema (limited) museums ◦ mobility education ◦ safe exploration ◦ career training ◦ combat training

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why is virtual reality (VR) often used in psychology research?

to provide controlled immersive & manipulable environments

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Does using VR always mean that research findings will have higher ecological validity?

No ecological validity depends on how the VR scenario is designed/used

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Stress management & VR

enables soldiers to learn resilience & empowerment

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VR & military use

safe training environment multiple simulation scenarios Caballero (2018) disaster risk management & emergency preparedness

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Medicine & VR

distraction during painful procedures as pain relief rehabilitation of stroke patients phobia

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VR & treatment of PTSD

Rizzo (2015) created a VR exposure system ◦ stimulates scenarios of wars and 9/11 ◦ used for safe exposure Can be used for military sexual trauma

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Psychology & VR

management of emotions ◦ NatureTrek addressing fear of public speaking dealing with complicated situations ◦ Bodyswaps treatment of a broad range of mental health problems

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difference between AR & VR

AR supplements reality VR replaces reality

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Augmented Reality (AR)

seamless perception of the real environment combined with virtual content in real time allows the user to see the real world w/virusal objects superimposed within the real world

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characteristics of AR

combines reality & virtuality interactive in real time virtual contents are registers in 3D

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whole apparatus of the visual system

sensory cells via visual nerves to visual centres in the brain

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how do humans perceive

through sensory impressions perceived image is created in brain regions

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suspension of disbelief

ability to blank out obvious contrast between a fictious world & reality can be exploited to successfully create visual virtual environments

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VR/AR systems requires

a computer system that consists of ◦ essential components for collection of info about user/user interactions (tracking) generation of stimuli for the user (e.g., images and sounds) simulation of the virtual world

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Human information process

  1. perception 2. cogntiion 3. action
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key senses in VR

  1. visual 2. auditory 3. haptic
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visual perception

eye ◦ rods/cones) fovea (sharpest vision) Saccades ◦ rapid shifts to build high-res scene

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Haptic perception

tactile, kinesthetic, proprioception. Sensitive via mechanoreceptors, thermoreceptors, & nociceptors.

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multisensory perception

auditory haptic vestibular optical flow & vection presence immerion

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kinaesthesia

sensations that occur when active muscle contractions are involved enables us to feel movement in general/direction of movement

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auditory perception

low spatial resolution can only distinguish if they are several degrees apart relies on head shape filtering good temporal resolution (2-3ms)

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proprioception

all sensations related to body position, both at rest/motion

Provide us with the body’s position in space & position of joints/head

sense of position

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Proprioception & kinaesthesia is stimulated by

haptic joysticks, exoskeletons & motion platforms

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perception of movement

Human body has elementary motion detectors available for the visual perception of movement detects local movement’s direction/speed

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perceptual robustness

humans often correct distortions automatically (e.g., watching a cinema screen from the side)

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vestibular system

Hair cells in the inner ear detect fluid movements in the archways of the organ of equilibrium senses acceleration balance

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The larger the pupil distance

further back in depth

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Double vision (diplopia)

When disparities outside Panum’s fusional area ◦ cannot fuse image together resulting in 2 images ◦ should be avoided at all costs fixed by adjusting eye separation (enlarge fusion area) or cyclopean scale

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Frame cancellation

Object near display edge gives conflicting depth cues ◦ disparity = object is in front ◦ occlusion = object is behind illusion breaks fixed by keeping negative parallax objects away from edges

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Space perception discrepancies

Users often underestimate distance in VR (up to 50%). ◦ limited depth cues, FOV, presence, cognitive effort. Fixed by exaggerating depth cues (shadows, fog), portals to real-world spaces.

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Cybersickness

nausea, dizziness, headaches. Causes: sensory conflict, postural instability, system latency, mismatched depth cues. Mitigation: low latency (<20 ms), gradual exposure, teleportation, blur during rotation.

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What is XR (Rauschnabel)

an abbreviation for all new reality formats ◦ not just extended reality

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AR & VR should be treated differently because they have fundamental differences

  • AR is a continuum ranging from assisted to mixed reality

  • VR is a contimum from atomistic to hollistic VR

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Difficulty measuring presence

presence is a subjective, internal feeling usually measured via questionnaires ◦ rate how strongly they felt inside the VR world Behavioural observations can be used ◦ noting how p move, react or interact in VR physioloigcal measures ◦ heart rate, skin conductance to detect signs of emotional & sesnory engagement

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design & technical features of the immersive system influence presence (felton, 2021)

virtual resolution tracking accuracy audio quality

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why does context matters when making presence (Felton, 2021)

a compelling narrative or meaningful task can heighten presence can be broken by glitches or unrealistic visuals

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importance of the characteristics of the user which influence presence (Felton, 2021)

their expectations previous experiences w/technology willingness to engage w/enviorment all shape how present they feel

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Presence is a 2 part experience (Weber et al, 2021)

attentional immersion ◦ how involved p is perceived realism of virtual reality ◦ realsitic it looks

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what hardware offers high interaction & high immersion

full haptic suit HMD prescription lenses spatial sound headphones trackers treadmills (Roto VR)

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what hardware provides low interaction & low immersion

head tracking mobile device

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what is needed to create an immersive/realistic VR system

a combination of infared LEDs motion sensory cameras screens ◦ allow a headset to gather relevant info & present to eye

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Perfect immersion in VR

same sensorial info as the real world

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How can you increase presence in VR

context more compelling story more enaged = more real

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what technical elements make an immersive experience in VR

tracking display rendering

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tracking in VR

process of measuring body movements of user most important parameter of VR eye tracking most important

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Rendering in VR

creating a realistic scene around individual by instantiating sights, sounds, touch and smell for new location

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Display in VR

manner in which physical senses are replaced w/digtial info new sights processed/rendered to be delivered to user

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Process of VR immersion

  1. display/optics generate separate images for each eye 2. graphics processer generates rendering 3. controllers capture input commands 4. sensory/input infer postion & movement
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stereoscopic lenses

postioned between screen & eye to disort creating 3D effect headset passes 2 images through lens (one for each eye)

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Infrared cameras

within headset adjusts light to the user's needs allows the device to shift content as head moves some can track eye movement

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VR headsets

high resolution displays presenting the content of VR world

uses Fresnel lenses

focus content for the user smartphones can work as headsets by adding optical elements

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latency

time delay between a user's movement + corresponding visuals align virtual info with real world