Aysu Erdemir

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We conducted four experiments on egocentric depth perception using blind walking with a restricted scanning method in both the real and a virtual environment. Our viewing condition in all experiments was monocular. We varied the field of view (real), scan direction (real), blind walking method (real and virtual), and self-representation (virtual) over(More)
The trend in immersive virtual environments (VEs) is to include the users in a more active role by having them interact with the environment and objects within the environment. Studying action and perception in VEs, then, becomes an increasingly interesting and important topic to study. We chose to study a user's ability to judge errors in self-produced(More)
McManus et al. [2011] studied a user's ability to judge errors in self-produced motion; more specifically, throwing. We now take the first step towards discriminating what cues subjects are using in order to make their judgments. The endpoint of the ball is one such cue; the restricted field of view (FOV) of the head mounted display (HMD) makes it difficult(More)
We conducted a followup experiment to the work of Lin et al. [2011]. The experimental protocol was the same as that of Experiment Four in Lin et al. [2011] except the viewing condition was binocular instead of monocular. In that work there was no distance underestimation, as has been widely reported elsewhere, and we were motivated in this experiment to see(More)
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