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Dive into the research topics where Markus Leyrer is active.

Publication


Featured researches published by Markus Leyrer.


PLOS ONE | 2013

Welcome to wonderland: the influence of the size and shape of a virtual hand on the perceived size and shape of virtual objects.

Sally A. Linkenauger; Markus Leyrer; Hh Bülthoff; Betty J. Mohler

The notion of body-based scaling suggests that our body and its action capabilities are used to scale the spatial layout of the environment. Here we present four studies supporting this perspective by showing that the hand acts as a metric which individuals use to scale the apparent sizes of objects in the environment. However to test this, one must be able to manipulate the size and/or dimensions of the perceiver’s hand which is difficult in the real world due to impliability of hand dimensions. To overcome this limitation, we used virtual reality to manipulate dimensions of participants’ fully-tracked, virtual hands to investigate its influence on the perceived size and shape of virtual objects. In a series of experiments, using several measures, we show that individuals’ estimations of the sizes of virtual objects differ depending on the size of their virtual hand in the direction consistent with the body-based scaling hypothesis. Additionally, we found that these effects were specific to participants’ virtual hands rather than another avatar’s hands or a salient familiar-sized object. While these studies provide support for a body-based approach to the scaling of the spatial layout, they also demonstrate the influence of virtual bodies on perception of virtual environments.


applied perception in graphics and visualization | 2011

The influence of eye height and avatars on egocentric distance estimates in immersive virtual environments

Markus Leyrer; Sally A. Linkenauger; Hh Bülthoff; Uwe Kloos; Betty J. Mohler

It is well known that eye height is an important visual cue in the perception of apparent sizes and affordances in virtual environments. However, the influence of visual eye height on egocentric distances in virtual environments has received less attention. To explore this influence, we conducted an experiment where we manipulated the virtual eye height of the user in a head-mounted display virtual environment. As a measurement we asked the participants to verbally judge egocentric distances and to give verbal estimates of the dimensions of the virtual room. In addition, we provided the participants a self-animated avatar to investigate if this virtual self-representation has an impact on the accuracy of verbal distance judgments, as recently evidenced for distance judgments accessed with an action-based measure. When controlled for ownership, the avatar had a significant influence on the verbal estimates of egocentric distances as found in previous research. Interestingly, we found that the manipulation of eye height has a significant influence on the verbal estimates of both egocentric distances and the dimensions of the room. We discuss the implications which these research results have on those interested in space perception in both immersive virtual environments and the real world.


Psychological Science | 2014

Evidence for Hand-Size Constancy The Dominant Hand as a Natural Perceptual Metric

Sally A. Linkenauger; Michael N. Geuss; Jeanine K. Stefanucci; Markus Leyrer; Beth H. Richardson; Dennis R. Proffitt; Hh Bülthoff; Betty J. Mohler

The hand is a reliable and ecologically useful perceptual ruler that can be used to scale the sizes of close, manipulatable objects in the world in a manner similar to the way in which eye height is used to scale the heights of objects on the ground plane. Certain objects are perceived proportionally to the size of the hand, and as a result, changes in the relationship between the sizes of objects in the world and the size of the hand are attributed to changes in object size rather than hand size. To illustrate this notion, we provide evidence from several experiments showing that people perceive their dominant hand as less magnified than other body parts or objects when these items are subjected to the same degree of magnification. These findings suggest that the hand is perceived as having a more constant size and, consequently, can serve as a reliable metric with which to measure objects of commensurate size.


tests and proofs | 2015

Eye Height Manipulations: A Possible Solution to Reduce Underestimation of Egocentric Distances in Head-Mounted Displays

Markus Leyrer; Sally A. Linkenauger; Hh Bülthoff; Betty J. Mohler

Virtual reality technology can be considered a multipurpose tool for diverse applications in various domains, for example, training, prototyping, design, entertainment, and research investigating human perception. However, for many of these applications, it is necessary that the designed and computer-generated virtual environments are perceived as a replica of the real world. Many research studies have shown that this is not necessarily the case. Specifically, egocentric distances are underestimated compared to real-world estimates regardless of whether the virtual environment is displayed in a head-mounted display or on an immersive large-screen display. While the main reason for this observed distance underestimation is still unknown, we investigate a potential approach to reduce or even eliminate this distance underestimation. Building up on the angle of declination below the horizon relationship for perceiving egocentric distances, we describe how eye height manipulations in virtual reality should affect perceived distances. In addition, we describe how this relationship could be exploited to reduce distance underestimation for individual users. In a first experiment, we investigate the influence of a manipulated eye height on an action-based measure of egocentric distance perception. We found that eye height manipulations have similar predictable effects on an action-based measure of egocentric distance as we previously observed for a cognitive measure. This might make this approach more useful than other proposed solutions across different scenarios in various domains, for example, for collaborative tasks. In three additional experiments, we investigate the influence of an individualized manipulation of eye height to reduce distance underestimation in a sparse-cue and a rich-cue environment. In these experiments, we demonstrate that a simple eye height manipulation can be used to selectively alter perceived distances on an individual basis, which could be helpful to enable every user to have an experience close to what was intended by the content designer.


PLOS ONE | 2015

The importance of postural cues for determining eye height in immersive virtual reality

Markus Leyrer; Sally A. Linkenauger; Hh Bülthoff; Betty J. Mohler

In human perception, the ability to determine eye height is essential, because eye height is used to scale heights of objects, velocities, affordances and distances, all of which allow for successful environmental interaction. It is well understood that eye height is fundamental to determine many of these percepts. Yet, how eye height itself is provided is still largely unknown. While the information potentially specifying eye height in the real world is naturally coincident in an environment with a regular ground surface, these sources of information can be easily divergent in similar and common virtual reality scenarios. Thus, we conducted virtual reality experiments where we manipulated the virtual eye height in a distance perception task to investigate how eye height might be determined in such a scenario. We found that humans rely more on their postural cues for determining their eye height if there is a conflict between visual and postural information and little opportunity for perceptual-motor calibration is provided. This is demonstrated by the predictable variations in their distance estimates. Our results suggest that the eye height in such circumstances is informed by postural cues when estimating egocentric distances in virtual reality and consequently, does not depend on an internalized value for eye height.


acm symposium on applied perception | 2016

Enhancing stress management techniques using virtual reality

F Soyka; Markus Leyrer; Joe Smallwood; Chris Ferguson; Bernhard E. Riecke; Betty J. Mohler

Chronic stress is one of the major problems in our current fast paced society. The body reacts to environmental stress with physiological changes (e.g. accelerated heart rate), increasing the activity of the sympathetic nervous system. Normally the parasympathetic nervous system should bring us back to a more balanced state after the stressful event is over. However, nowadays we are often under constant pressure, with a multitude of stressful events per day, which can result in us constantly being out of balance. This highlights the importance of effective stress management techniques that are readily accessible to a wide audience. In this paper we present an exploratory study investigating the potential use of immersive virtual reality for relaxation with the purpose of guiding further design decisions, especially about the visual content as well as the interactivity of virtual content. Specifically, we developed an underwater world for head-mounted display virtual reality. We performed an experiment to evaluate the effectiveness of the underwater world environment for relaxation, as well as to evaluate if the underwater world in combination with breathing techniques for relaxation was preferred to standard breathing techniques for stress management. The underwater world was rated as more fun and more likely to be used at home than a traditional breathing technique, while providing a similar degree of relaxation.


international conference on computer graphics and interactive techniques | 2015

Evoking and assessing vastness in virtual environments

Greg Rauhoeft; Markus Leyrer; William B. Thompson; Jeanine K. Stefanucci; Roberta L. Klatzky; Betty J. Mohler

Many have experienced vastness, the feeling when the visual space seems to extend without limits away from you, making you feel like a small element within the space. For over 200 years, people have been writing about this experience, for example stating that vastness is important to the experience of awe [Mikulak 2015]. Yet vastness has received little attention in empirical research. Specifically, it is unknown which aspects of the visual stimulus contribute to perceived vastness. This may be due to the inherent difficulties in presenting a variety of vast stimuli while varying only specific visual cues. Using virtual reality addresses these difficulties, as this technology provides precise control over the presented visual stimuli. Here we investigate whether the feeling of vastness can be evoked using virtual reality and explore potential objective measures to assess vastness. We used three different measures during this experiment: 1) An avatar height adjustment task where participants had to adjust an avatar to be equivalent to their own height as viewed from a distance, 2) a distance estimation task and 3) a subjective vastness rating task. These tasks were performed in four environments: a plain (used in all subsequent environments for the ground and sky surfaces), a forest, a mountain and the mountain and forest environments combined. Our results indicate that the feeling of vastness can indeed be experienced to various degrees in virtual environments, demonstrating the potential of VR as a tool for exploring the perception of vastness. Yet the results combined suggest that the percept of vastness is a rather complex construct.


ieee virtual reality conference | 2015

Turbulent motions cannot shake VR

F Soyka; Elena Kokkinara; Markus Leyrer; Heinrich H. Buelthoff; Mel Slater; Betty J. Mohler

The International Air Transport Association forecasts that there will be at least a 30% increase in passenger demand for flights over the next five years. In these circumstances the aircraft industry is looking for new ways to keep passengers occupied, entertained and healthy, and one of the methods under consideration is immersive virtual reality. It is therefore becoming important to understand how motion sickness and presence in virtual reality are influenced by physical motion. We were specifically interested in the use of head-mounted displays (HMD) while experiencing in-flight motions such as turbulence. 50 people were tested in different virtual environments varying in their context (virtual airplane versus magic carpet ride over tropical islands) and the way the physical motion was incorporated into the virtual world (matching visual and auditory stimuli versus no incorporation). Participants were subjected to three brief periods of turbulent motions realized with a motion simulator. Physiological signals (postural stability, heart rate and skin conductance) as well as subjective experiences (sickness and presence questionnaires) were measured. None of our participants experienced severe motion sickness during the experiment and although there were only small differences between conditions we found indications that it is beneficial for both wellbeing and presence to choose a virtual environment in which turbulent motions could be plausible and perceived as part of the scenario. Therefore we can conclude that brief exposure to turbulent motions does not get participants sick.


ieee virtual reality conference | 2014

Demonstration: VR-HYPERSPACE — The innovative use of virtual reality to increase comfort by changing the perception of self and space

Mirabelle D'Cruz; Harshada Patel; Laura Lewis; Sue Cobb; Matthias Bues; Oliver Stefani; Tredeaux Grobler; Kaj Helin; Juhani Viitaniemi; Susanna Aromaa; Bernd Fröhlich; Stephan Beck; André Kunert; Alexander Kulik; Ioannis Karaseitanidis; Panagiotis Psonis; Nikos Frangakis; Mel Slater; Ilias Bergstrom; Konstantina Kilteni; Elena Kokkinara; Betty J. Mohler; Markus Leyrer; F Soyka; Enrico Gaia; Domenico Tedone; Michael Olbert; Mario Cappitelli

Our vision is that regardless of future variations in the interior of airplane cabins, we can utilize ever-advancing state-of-the-art virtual and mixed reality technologies with the latest research in neuroscience and psychology to achieve high levels of comfort for passengers. Current surveys on passengers experience during air travel reveal that they are least satisfied with the amount and effectiveness of their personal space, and their ability to work, sleep or rest. Moreover, considering current trends it is likely that the amount of available space is likely to decrease and therefore the passengers physical comfort during a flight is likely to worsen significantly. Therefore, the main challenge is to enable the passengers to maintain a high level of comfort and satisfaction while being placed in a restricted physical space.


acm symposium on applied perception | 2018

The role of avatar fidelity and sex on self-motion recognition

Anne Thaler; Anna C. Wellerdiek; Markus Leyrer; Ekaterina Volkova-Volkmar; Nikolaus F. Troje; Betty J. Mohler

Avatars are important for games and immersive social media applications. Although avatars are still not complete digital copies of the user, they often aim to represent a user in terms of appearance (color and shape) and motion. Previous studies have shown that humans can recognize their own motions in point-light displays. Here, we investigated whether recognition of self-motion is dependent on the avatars fidelity and the congruency of the avatars sex with that of the participants. Participants performed different actions that were captured and subsequently remapped onto three different body representations: a point-light figure, a male, and a female virtual avatar. In the experiment, participants viewed the motions displayed on the three body representations and responded to whether the motion was their own. Our results show that there was no influence of body representation on self-motion recognition performance, participants were equally sensitive to recognize their own motion on the point-light figure and the virtual characters. In line with previous research, recognition performance was dependent on the action. Sensitivity was highest for uncommon actions, such as dancing and playing ping-pong, and was around chance level for running, suggesting that the degree of individuality of performing certain actions affects self-motion recognition performance. Our results show that people were able to recognize their own motions even when individual body shape cues were completely eliminated and when the avatars sex differed from own. This suggests that people might rely more on kinematic information rather than shape and sex cues for recognizing own motion. This finding has important implications for avatar design in game and immersive social media applications.

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Uwe Kloos

Reutlingen University

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Mel Slater

University of Barcelona

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