TY - GEN
T1 - Manipulation of field of view for hand-held virtual reality
AU - Hwang, Jane
AU - Jung, Jaehoon
AU - Kim, Gerard J.
PY - 2006
Y1 - 2006
N2 - Today, hand-held computing and media devices are commonly used in our everyday lives. This paper assesses the viability of hand-held devices as effective platforms for "virtual reality." Intuitively, the narrow field of view of hand-held devices is a natural candidate factor against achieving an effective immersion. In this paper, we show two ways of manipulating the visual field of view (perceived or real), in hopes of overcoming this factor. Our study has revealed that when a motion-based interaction was used, the FOV perceived by the user (and presence) for the small hand-held device was significantly greater than the actual. The other method is to implement dynamic rendering in which the FOV is adjusted depending on the viewing position and distance. Although not formally tested, the second method is expected to bring about higher focused attention (and thus immersion) and association of the visual feedback with one's proprioception. The paper demonstrates the distinct possibility of realizing reasonable virtual reality even with devices with a small visual FOV and limited processing power through multimodal compensation. Keywords: Computer Interface, Human Factors, Virtual Reality, Hand-held.
AB - Today, hand-held computing and media devices are commonly used in our everyday lives. This paper assesses the viability of hand-held devices as effective platforms for "virtual reality." Intuitively, the narrow field of view of hand-held devices is a natural candidate factor against achieving an effective immersion. In this paper, we show two ways of manipulating the visual field of view (perceived or real), in hopes of overcoming this factor. Our study has revealed that when a motion-based interaction was used, the FOV perceived by the user (and presence) for the small hand-held device was significantly greater than the actual. The other method is to implement dynamic rendering in which the FOV is adjusted depending on the viewing position and distance. Although not formally tested, the second method is expected to bring about higher focused attention (and thus immersion) and association of the visual feedback with one's proprioception. The paper demonstrates the distinct possibility of realizing reasonable virtual reality even with devices with a small visual FOV and limited processing power through multimodal compensation. Keywords: Computer Interface, Human Factors, Virtual Reality, Hand-held.
KW - Computer interface
KW - Hand-held
KW - Human factors
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=77249156438&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=77249156438&partnerID=8YFLogxK
U2 - 10.1007/11941354_125
DO - 10.1007/11941354_125
M3 - Conference contribution
AN - SCOPUS:77249156438
SN - 3540497765
SN - 9783540497769
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 1204
EP - 1211
BT - Advances in Artificial Reality and Tele-Existence - 16th International Conference on Artificial Reality and Telexistence, ICAT 2006, Proceedings
T2 - 16th International Conference on Artificial Reality and Telexistence, ICAT 2006
Y2 - 29 November 2006 through 1 December 2006
ER -