Revisiting affordance perception in contemporary virtual reality

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ORIGINAL ARTICLE

Revisiting affordance perception in contemporary virtual reality Ayush Bhargava1   · Kathryn M. Lucaites2 · Leah S. Hartman3 · Hannah Solini2 · Jeffrey W. Bertrand4 · Andrew C. Robb1 · Christopher C. Pagano2 · Sabarish V. Babu1 Received: 31 December 2018 / Accepted: 28 February 2020 © Springer-Verlag London Ltd., part of Springer Nature 2020

Abstract Virtual reality (VR) applications have rapidly gained renewed popularity and are extensively employed for replicating reallife scenarios that may otherwise be impractical to recreate. All such VR applications require that the environments being used provide high levels of immersion and mimic their real-world counterpart in terms of size, distance, depth, and action capabilities. Many VR applications being developed for training and entertainment require users to traverse an immersive virtual environment (IVE), where determining whether one can pass through an opening or aperture is one of the most frequently made decisions. In this experiment, we empirically compare passability judgments made in an IVE to those made in the real world. Participants judged whether they could pass through various widths of an adjustable sliding doorway in the real world and in a to-scale virtual replica viewed through an HTC Vive head-mounted display. If uncertain of their initial judgments, participants were permitted to walk towards the doorway. Results indicate that participants accurately perceive their ability to pass through doorways in both the real world and VR. However, participants in VR required more exposure to dynamic information via movement through the IVE in order to reach a real-world level of perceptual accuracy. Keywords  Affordances · Passability · Body scaling · Virtual reality

1 Introduction In the past few years, virtual reality (VR) has made rapid headway in a wide variety of fields such as health care, manufacturing, entertainment, gaming, education, and Electronic supplementary material  The online version of this article (https​://doi.org/10.1007/s1005​5-020-00432​-y) contains supplementary material, which is available to authorized users.

field training. Many VR simulations employed in these fields recreate scenarios that may otherwise be impractical or infeasible to replicate in the real world, such as architectural walkthroughs, exploration tasks, combat, and other field trainings. For such virtual environments to feel realistic and provide a higher level of immersion, it is imperative that the spatial information (i.e. size and distance) perceived is veridical (Lin et al. 2015). Previous

* Ayush Bhargava [email protected]

Sabarish V. Babu [email protected]

Kathryn M. Lucaites [email protected]

1



Leah S. Hartman [email protected]

School of Computing, Clemson University, Clemson, SC, USA

2



Hannah Solini [email protected]

Department of Psychology, Clemson University, Clemson, SC, USA

3



Jeffrey W. Bertrand [email protected]

Human Factors Consultant at Applied Building Sciences, Inc., Charleston, S