A significant size task finding in this study is the extent to
which distances are perceived to be smaller in the simulated
environments. The horizontal and vertical dimensions of spaces in the
simulation conditions were all perceived to be significantly smaller
than in the real spaces. It would appear that this misperception is
due to the well documented size-constancy phenomenon, whereby sizes
and distances appear to be smaller when seen through a truncated field
of view (Dolezal 1982, Alfano 1990). The results also indicate that
perceived distances are underestimated by a larger amount in the
virtual environment than in both the monoscopic and stereoscopic
walkthrough types of representations. These findings would tend to
suggest that head-position tracking somehow affects the process by
which people visual search the display in such a way as to diminish
their perception of distances. Perhaps, when people are head-tracked,
they tend to gaze more often at the edges of eyephones, in which case
they would be more affected by the distortion in the eyephones than if
they focused their gaze in the center of the optics.
The underestimating of distances in virtual environments is large enough
to raise concern about the uses of the tool in its present configuration for
doing distance evaluations. Virtual environments, if used with a display
configuration similar to the one in this study, could lead users to make
considerable errors in judgments of volume size.
There are however several short term solutions to this problem. Since the
underestimation of distance is consistently around 20%, users could use this
information as a reminder to correct their initial perceptions of volume sizes.
Another safeguard would be to include many familiar elements of scale in the
model. Many participants indicated that the task would have been easier had
there been more elements of scale (Appendix B: Data Figures).
A more durable solution for decreasing the effect of the size-constancy
illusion would be to increase the display's field of view. At present
unfortunately, it is very difficult and expensive to increase substantially the
field of view in a eyephone display. It is a technology which to this day can
only be afforded by the military.
Retro-projection is however another technique for presenting virtual
environments which does not involve using the eyephones and yet which offers a
large field of view. In this configuration, the participant stands in front
of very large screens. The images are projected from behind the screen. As
the number of screens increase, so does the field of view and the sense of
immersion. One of the drawbacks of this configuration is that it is much more
cumbersome than when using Head Mounted Displays.
An example of this display was demonstrated in the Virtual Building Walkthrough
project at the University of North Carolina. In this set-up, participants
looked at a very big screen projected by a Barcodata system (Brooks 1986). A
more recent example is "The Cave" which was presented at the SIGGRAPH '92
exposition. It is a virtual environment in which the big screens completely
surround the participant. In this scenario, the virtual model is displayed to
the participant's entire visual field of view, just as it is in the eyephones.
At least some of the underestimating of distances must have been related to
head-position tracking because estimates in this condition were slightly worse
than in the non-tracked stereoscopic condition. Explanations for this effect
could be the result of a relatively complex process and there is,
unfortunately, no short term solution. It is clearly an area which will
require further research.
While none of the results for the orientation task are statistically
significant, they do indicate that participants viewing the simulations were
fairly less precise in their angle estimates than those in the real museum. If
however, the relative simplicity of the task is taken into consideration, then
even a small difference in the degree of variation between the Real and the
simulated conditions would confirm the difficulty people have in building an
accurate cognitive map of simulated environments.
There are several reasons to believe that this is the case. First of all, it
would agree with the numerous observations at the H.I.T.Lab in which people
were lost and confused about their orientation when in virtual environments.
It would also coincide well with the many projects [1] at the lab which where instigated out
of a concern for this problem.
There is evidence that the limited field of view in the displays could disrupt
people's ability to build a good cognitive map and therefore reduce their
accuracy in the pointing task. As previously quoted in Chapter 7, "the overlap
of peripheral and fovea information is necessary for veridical perception to
occur, ... and that restricting the field of view will interfere with both
perception and visuomotor performance " (Alfano 1990). If that is the case, it
could explain why it is so difficult to know where one is in a virtual
environment. The exploration of the effect of varying the field of view on
cognitive mapping tasks is yet another instance where further research is
required.
One more reason to believe that people had difficulties building a cognitive
map of the spaces is the fact that they had no kinesthetic feedback to concord
with the visual illusion of movement. In this respect, these participants were
missing what might be an essential interaction for "understanding" the space;
that of pacing the space to get a physical sense for its size along with the
visual spatial information. It would be interesting to compare the H.M.D
configuration to the configuration at U.N.C in which people move their
viewpoint by physically walking. It would then be possible to determine the
extent to which the physical feedback of walking helps in building a cognitive
map of an environment.
Unfortunately, the study was conducted in such a way that makes it difficult to
establish whether the imprecision of the estimates in the simulation conditions
are due to people's inability to build an accurate cognitive map of the spaces,
or whether it was impossible to do the task accurately even with an accurate
cognitive map. The limited field of view of the displays implied that people
had very little spatial information with which to base their orientation, even
when they were guided to the corners in the rooms.
In any event, regardless of the many valid concerns about orientation in
virtual environments, the pointing task in the study did not reveal any
conclusive differences either between the simulations and the real museum, nor
among the simulations themselves. However, this does not imply that
orientation is not a problem in virtual environments. Results from the
informal sketch task vary in accuracy across the four display conditions,
suggesting that there were differences to be measured in the pointing task.
One implications from these conclusions is the need to develop better methods
for measuring people's sense of orientation in virtual environments. The model
used for this study was too simple and the path of the visit was too
informative. It was also ill-adapted for the display conditions in which
participants had a limited field of view. Perhaps a completely different task
is required, one which would require participants to actually find their way to
designated target destinations.
Until further research can be conducted, architects wishing to use this tool
could limit the problem of spatial orientation in virtual environments by
providing the participant with additional layout information, such as a plan
view of the space. This would enable users to correct and update their
cognitive map of the spaces.
There have also been attempts to include additional information within the
environments. One such project was for the design of a fighter cockpit virtual
display. Along with a virtual representation of the landscape environment, the
pilots were to be provided with a miniature view of their plane as seen from
above. The miniature plan view is just one of many solutions which could help
users to always know where they are.
Overall, the results indicate that all the simulation conditions were
successful at representing the general feel of the spaces. However, under
closer inspection, results from the Tracked condition indicate that it was
slightly more effective at representing the "feel" of the spaces than the other
displays conditions. While not statistically significant, it does suggest the
head-tracking device, combined with the stereo eyephones, enables participants
to make accurate evaluations about the way a place "feels".
This is probably due to the fact that people feel as if they are really inside
the model. Every motion of their head reenforces the illusion of presence in
the virtual space. Feeling one is present in a space seems essential to being
able to properly qualify it. This would explain why, on average, participants'
qualification of the space in the Tracked condition was closer to the Real
condition than were the other two simulation conditions.
Although virtual environments were expected to be more effective than
walkthroughs for communicating the qualities of spaces, their actual difference
in the study was not statistically significant. One possible explanation for
the lack of greater distinction between the two conditions is that the test
space was relatively simple. As a museum space, it was not designed to have a
lot of character. The results were also potentially diluted during the process
of selecting adjectives because I included only those which could appropriately
define the space, thereby narrowing the variability in the responses.
Results from the description task begin to demonstrate one of the
specific advantages of using virtual interfaces to represent architectural
spaces; that of being able to accurately assess how a place would feel, and
conversely, how one would feel in a place. The tool, as it exists in this
study, is at least as effective if not more so than the walkthroughs for
conveying how a place would feel.
As measured with the three perceptual tasks, it becomes apparent that
virtual environments do not fully satisfy the requirements for completely
replacing those forms of architectural representations which are meant to
convey the basic spatial characteristics of proposed spaces. The virtual
interface used in this study is not quite good enough for making
quantitative judgments of spaces. It is difficult to orient oneself in
virtual spaces and distances are underestimated. However, the interface is
adequate for making qualitative evaluations of architectural spaces.
Using this interface, people's perception for the way the modeled spaces feel
would rather accurately predict their perception of the feel of the real
space.
In part , the difficulty of making accurate quantitative judgments is due to
the narrowness of the field of view. These difficulties can be reduced if the
horizontal field of view of the eyephones is increased or if a display
technology using a wider field of view is used. The source of other problems
are more complex; the effect head-position tracking has on the estimates is one
example, and the lack of kinesthetic feedback for movement is another. Both of
these areas would require further research.
While the type of virtual interfaces in this study are not adequate for
quantitative tasks, they could be used to supplement other existing forms of
architectural representations which are perhaps more effective at conveying the
quantitative attributes of spaces but less effective at conveying how the
spaces would feel. Typically, designers could continue to use drawings to
convey the size and location of spaces while supplementing these with a virtual
environment for conveying how the spaces would feel.
Another reason for supplementing existing techniques of spatial representation
with virtual environments is that they are very easy to use. Interpreting
spatial information using virtual interfaces is perhaps as simple and intuitive
as it is to interpret real spaces. To interact with the virtual environment,
participants used their body and head to look around as they would have in real
spaces. This was certainly much easier than trying to interact with the
walkthrough representation. Participants complained extensively about the
movement metaphor in the walkthrough condition (see Appendix B: Data Figures -
Participant Evaluation of Interface).
Similarly, virtual interfaces seemed to be more enjoyable to use than the
walkthroughs. Many participants in the Tracked condition wanted to continue
viewing the museum even after the tour ended. This could not be said of
participants in the walkthrough type conditions. Perhaps this is also why the
virtual interface was judged to be more professionally acceptable in many
hypothetical instances. In any event, the appeal of the interface and its ease
of use are its own very important distinctions. They confirm the significance
of this technology and endorse continued research.
This study yielded conclusive results indicating that the limited field
of view in the simulation conditions affected people's ability to judge
distances accurately. Preliminary results also indicated that the restricted
field of view and the lack of kinesthetic feedback might explain why it is so
difficult for people to understand their orientation in the virtual
environments. All of these difficulties were also found to be compounded by
head-position tracking. To clarify these findings, the following areas of
research would be required.
Studying effect of limiting the field of view in the periphery on:
* people's ability to build cognitive maps
* the perception of sizes and distances
Studying the effect of the head-position tracking on:
* the process of visually searching the display
* people's ability to build cognitive maps
Studying the effect of kinesthetic feedback for walking on:
* people's ability to build cognitive maps
* the perception of sizes and distances
There were also several instances where the results from the study were
inconclusive. Some of the methods of measurement were either inappropriate or
they were improperly conducted. The following areas could benefit from a
re-investigation:
* using an alternative method for measuring people's understanding of the
spaces
* using the complete adjective checklist in the qualitative study
Another area of research is comparing the use of an interaction device which is
"anchored" to the physical space (as the Spaceball was the case in this study)
to the use of the same device when held in the participant's hand, and the
effect this has on:
* the process of visually searching the display
* people's ability to build cognitive maps
Extended Areas of Future Research
There are many other distinctive aspects of virtual environments which
could affect the way people perceive spaces. Some of these characteristics
could be exploited if they were found to improve users' spatial perceptions.
Some of the sample topics are the following:
Exploring the effect of penetrable/impenetrable surfaces on:
* people's ability to build cognitive maps
* people's subsequent interaction with the real space
Exploring the effect of non-constrained vertical movement on:
* people's ability to build cognitive maps
* people's subsequent interaction with the real space
Exploring the effect of being able to render surfaces transparent on:
* people's ability to build cognitive maps.
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CHAPTER 8. CONCLUSIONS.Perception of Distances - Conclusions.
Implications of the Distance Estimate Conclusions.
Perception of Orientation - Conclusions
Implications for the Perception of Orientation Conclusions.
Perception of the Qualities Spaces - Conclusion.
Implications for the Perception of the Qualities of Spaces.
Overall Conclusion.
Future Research.
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