Literature DB >> 26161632

Using high-fidelity virtual reality to study perception in freely moving observers.

Peter Scarfe, Andrew Glennerster.   

Abstract

Technological innovations have had a profound influence on how we study the sensory perception in humans and other animals. One example was the introduction of affordable computers, which radically changed the nature of visual experiments. It is clear that vision research is now at cusp of a similar shift, this time driven by the use of commercially available, low-cost, high-fidelity virtual reality (VR). In this review we will focus on: (a) the research questions VR allows experimenters to address and why these research questions are important, (b) the things that need to be considered when using VR to study human perception, (c) the drawbacks of current VR systems, and (d) the future direction vision research may take, now that VR has become a viable research tool.

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Year:  2015        PMID: 26161632     DOI: 10.1167/15.9.3

Source DB:  PubMed          Journal:  J Vis        ISSN: 1534-7362            Impact factor:   2.240


  12 in total

1.  Recovering stereo vision by squashing virtual bugs in a virtual reality environment.

Authors:  Indu Vedamurthy; David C Knill; Samuel J Huang; Amanda Yung; Jian Ding; Oh-Sang Kwon; Daphne Bavelier; Dennis M Levi
Journal:  Philos Trans R Soc Lond B Biol Sci       Date:  2016-06-19       Impact factor: 6.237

2.  Creating and controlling visual environments using BonVision.

Authors:  Samuel G Solomon; Aman B Saleem; Gonçalo Lopes; Karolina Farrell; Edward Ab Horrocks; Chi-Yu Lee; Mai M Morimoto; Tomaso Muzzu; Amalia Papanikolaou; Fabio R Rodrigues; Thomas Wheatcroft; Stefano Zucca
Journal:  Elife       Date:  2021-04-21       Impact factor: 8.140

3.  Binocular Depth Judgments on Smoothly Curved Surfaces.

Authors:  Rebecca L Hornsey; Paul B Hibbard; Peter Scarfe
Journal:  PLoS One       Date:  2016-11-08       Impact factor: 3.240

4.  Use of cues in virtual reality depends on visual feedback.

Authors:  Jacqueline M Fulvio; Bas Rokers
Journal:  Sci Rep       Date:  2017-11-22       Impact factor: 4.379

5.  VREX: an open-source toolbox for creating 3D virtual reality experiments.

Authors:  Madis Vasser; Markus Kängsepp; Murad Magomedkerimov; Kälver Kilvits; Vladislav Stafinjak; Taavi Kivisik; Raul Vicente; Jaan Aru
Journal:  BMC Psychol       Date:  2017-02-14

6.  Perceptual uncertainty and action consequences independently affect hand movements in a virtual environment.

Authors:  Martin Giesel; Anna Nowakowska; Julie M Harris; Constanze Hesse
Journal:  Sci Rep       Date:  2020-12-18       Impact factor: 4.379

7.  Seeing our 3D world while only viewing contour-drawings.

Authors:  Maddex Farshchi; Alexandra Kiba; Tadamasa Sawada
Journal:  PLoS One       Date:  2021-01-22       Impact factor: 3.240

8.  The Accuracy and Precision of Position and Orientation Tracking in the HTC Vive Virtual Reality System for Scientific Research.

Authors:  Diederick C Niehorster; Li Li; Markus Lappe
Journal:  Iperception       Date:  2017-05-18

9.  Size and shape constancy in consumer virtual reality.

Authors:  Rebecca L Hornsey; Paul B Hibbard; Peter Scarfe
Journal:  Behav Res Methods       Date:  2020-08

10.  Active vision in immersive, 360° real-world environments.

Authors:  Amanda J Haskins; Jeff Mentch; Thomas L Botch; Caroline E Robertson
Journal:  Sci Rep       Date:  2020-08-31       Impact factor: 4.379

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