Peter Willemsen

Learn More
In the real world, people are quite accurate judging distances to locations in the environment, at least for targets resting on the ground plane and distances out to about 20m. Distance judgments in visually immersive environments are much less accurate. Several studies have now shown that in visually immersive environments, the world appears significantly(More)
Research has shown that people are able to judge distances accurately in full-cue, real-world environments using visually directed actions. However, in virtual environments viewed with head-mounted display (HMD) systems, there is evidence that people act as though the virtual space is smaller than intended. This is a surprising result given how well people(More)
We carried out three experiments to examine the influence of field of view and binocular viewing restrictions on absolute distance perception in real-world indoor environments. Few of the classical visual cues provide direct information for accurate absolute distance judgments to points in the environment beyond about 2 m from the viewer. Nevertheless, in(More)
Three experiments examined the influence of field of view and binocular viewing restrictions on absolute distance perception in the real world. Previous work has found that visually directed walking tasks reveal accurate distance estimations in full-cue, real world environments to distances of about 20 meters. In contrast, the same tasks in virtual(More)
Several studies from different research groups investigating perception of absolute, egocentric distances in virtual environments have reported a compression of the intended size of the virtual space. One potential explanation for the compression is that inaccuracies and cue conflicts involving stereo viewing conditions in head-mounted displays result in an(More)
In virtual environments, perceived egocentric distances are consistently underestimated when compared to the same distance judgments in the real world. The research presented in this paper explores two possible causes for the compressed distance perception in virtual environments: (1) real-time computer graphics rendering, and (2) immersive display(More)
For humans to effectively interact with their environment, it is important for the visual system to determine the absolute size and distance of objects. Previous experiments performed in full-cue, real-world environments have demonstrated that blind walking to targets serves as an accurate indication of distance perception, up to about 25 m. In contrast,(More)
In virtual environments that use head-mounted displays (HMD), distance judgments to targets on the ground are compressed, at least when indicated through visually-directed walking tasks. The same tasks performed in the real world yield veridical results over distances ranging from 2m to 25m. This paper describes experiments aimed at determining if(More)