Perception of Visual Realism and Acuity in Real vs. Immersive Virtual Reality Scenes
| dc.contributor.author | Huang, Nan | en_US |
| dc.contributor.author | Hu, Yan | en_US |
| dc.contributor.author | Sundstedt, Veronica | en_US |
| dc.contributor.author | Goswami, Prashant | en_US |
| dc.contributor.author | Imran, Muhammad | en_US |
| dc.contributor.author | Lundgren, Anders | en_US |
| dc.contributor.editor | Garro, Valeria | en_US |
| dc.contributor.editor | Young, Gareth | en_US |
| dc.contributor.editor | Elwardy, Majed | en_US |
| dc.date.accessioned | 2025-11-26T09:23:44Z | |
| dc.date.available | 2025-11-26T09:23:44Z | |
| dc.date.issued | 2025 | |
| dc.description.abstract | With the significant developments of extended reality (XR) technologies, the evaluation of the fidelity and practical applicability of immersive virtual reality (IVR) in replacing real-world shopping tasks is becoming increasingly important. In this paper, a virtual environment (VE) was used with a state-of-the-art head-mounted display (HMD) to evaluate participants' visual perception of IVR compared to reality. A visual acuity test demonstrates that in the IVR, participants experienced a significant decline of 37.1% compared to their real-world eyesight test score. Additionally, participants were asked to compare real furniture with their counterparts in an IVR, to complete Likert-scale questions assessing their perception of visual realism. This study initially reveals that IVR has the ability to convey the basic visual information of displayed virtual furniture objects. | en_US |
| dc.description.sectionheaders | Posters and Demos | |
| dc.description.seriesinformation | ICAT-EGVE 2025 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos | |
| dc.identifier.doi | 10.2312/egve.20251362 | |
| dc.identifier.isbn | 978-3-03868-279-0 | |
| dc.identifier.issn | 1727-530X | |
| dc.identifier.pages | 2 pages | |
| dc.identifier.uri | https://doi.org/10.2312/egve.20251362 | |
| dc.identifier.uri | https://diglib.eg.org/handle/10.2312/egve20251362 | |
| dc.publisher | The Eurographics Association | en_US |
| dc.rights | Attribution 4.0 International License | |
| dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | |
| dc.subject | CCS Concepts: Human-centered computing → Empirical studies in HCI; Computing methodologies → Virtual reality | |
| dc.subject | Human centered computing → Empirical studies in HCI | |
| dc.subject | Computing methodologies → Virtual reality | |
| dc.title | Perception of Visual Realism and Acuity in Real vs. Immersive Virtual Reality Scenes | en_US |
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