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A Video Self-avatar Influences the Perception of Heights in an Augmented Reality Oculus Rift

MPG-Autoren
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Geuss,  Michael N
Research Group Space and Body Perception, Max Planck Institute for Biological Cybernetics, Max Planck Society;
Max Planck Institute for Biological Cybernetics, Max Planck Society;

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Rauhöft,  Greg
Research Group Space and Body Perception, Max Planck Institute for Biological Cybernetics, Max Planck Society;
Max Planck Institute for Biological Cybernetics, Max Planck Society;

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Mohler,  B
Research Group Space and Body Perception, Max Planck Institute for Biological Cybernetics, Max Planck Society;
Max Planck Institute for Biological Cybernetics, Max Planck Society;

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Zitation

Gutekunst, M., Geuss, M. N., Rauhöft, G., Stefanucci, J. K., Kloos, U., & Mohler, B. (2014). A Video Self-avatar Influences the Perception of Heights in an Augmented Reality Oculus Rift. In Nojima, T., D. Reiners, & O. Staadt (Eds.), International Conference on Artificial Reality and Telexistence, 19th Eurographics Symposium on Virtual Environments (ICAT-EGVE 2014) (pp. 9-12). Aire-la-Ville, Switzerland: Eurographics Association.


Zitierlink: https://hdl.handle.net/11858/00-001M-0000-0027-807D-9
Zusammenfassung
This paper compares the influence a video self-avatar and a lack of a visual representation of a body have on height estimation when standing at a virtual visual cliff. A height estimation experiment was conducted using a custom augmented reality Oculus Rift hardware and software prototype also described in this paper. The results show a consistency with previous research demonstrating that the presence of a visual body influences height estimates, just as it has been shown to influence distance estimates and affordance estimates.