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Perception of Visual Realism and Acuity in Real vs. Immersive Virtual Reality Scenes
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.ORCID iD: 0000-0002-5246-6369
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.ORCID iD: 0000-0002-3283-2819
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.ORCID iD: 0000-0003-3639-9327
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.ORCID iD: 0000-0002-6920-9983
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2025 (English)In: International Conference on Artificial Reality and Telexistence Eurographics Symposium on Virtual Environments 2025 / [ed] M. Elwardy, V. Garro, G. Young, Eurographics - European Association for Computer Graphics, 2025, , p. 2Conference paper, Published paper (Refereed)
Abstract [en]

With the significant developments of extended reality (XR) technologies, the evaluation of the fidelity and practical applicability of immersive virtual reality (IVR) in replacing real-world shopping tasks is becoming increasingly important. In this paper, a virtual environment (VE) was used with a state-of-the-art head-mounted display (HMD) to evaluate participants’ visual perception of IVR compared to reality. A visual acuity test demonstrates that in the IVR, participants experienced a significant decline of 37.1% compared to their real-world eyesight test score. Additionally, participants were asked to compare real furniture with their counterparts in an IVR, to complete Likert-scale questions assessing their perception of visual realism. This study initially reveals that IVR has the ability to convey the basic visual information of displayed virtual furniture objects.

Place, publisher, year, edition, pages
Eurographics - European Association for Computer Graphics, 2025. , p. 2
Keywords [en]
Human-centered computing, Empirical studies in HCI, Computing methodologies, Virtual reality
National Category
Electrical Engineering, Electronic Engineering, Information Engineering
Research subject
Computer Science
Identifiers
URN: urn:nbn:se:bth-30322DOI: 10.2312/egve.20251362ISBN: 9783038682790 (print)OAI: oai:DiVA.org:bth-30322DiVA, id: diva2:2089748
Conference
ICAT-EGVE2025, International Conference on Artificial Reality and Telexistence Eurographics Symposium on Virtual Environments, Karlskrona, 3-5 December 2025
Available from: 2026-08-04 Created: 2026-08-04 Last updated: 2026-08-10Bibliographically approved
In thesis
1. Perceptually Grounded Personalized Smart Immersive XR: System Design and Perceptual Evaluation
Open this publication in new window or tab >>Perceptually Grounded Personalized Smart Immersive XR: System Design and Perceptual Evaluation
2026 (English)Licentiate thesis, comprehensive summary (Other academic)
Abstract [en]

Extended reality (XR) refers to technologies that either extend the physical environment with digital content or fully replace it with virtual environment (VE), enabling users to perceive and interact with virtual objects within a spatial context. Immersion is one of the key characteristics of XR systems. It relates to sensory fidelity and influences users’ perception of presence within XR. Beyond presenting predefined content, immersive environments are increasingly expected to respond to users’ behaviors, preferences, and contexts. Previous studies on personalized smart immersive XR (PSI-XR) show that personalization can be supported through explicit input, implicit behavior information, sensing technologies, recommendation mechanisms, and user modeling. These developments have motivated the integration of XR technologies and smart techniques to create user-centered environments that adapt to users’ requirements, enhancing immersive experiences. 

This licentiate thesis investigates PSI-XR from two connected perspectives: the design perspective and the perceptual perspective. From the design perspective, the thesis first systematically reviews the application areas, enabling technologies, smart and personalized techniques, and key challenges of PSI-XR to understand how such environments can be realized. Building on this review, the thesis proposes a conceptual design of a personalized virtual reality (VR) system as a PSI-XR application, using furniture arrangement as an illustrative context and combining head-mounted display (HMD)-based VR, multimodal interaction, hand and eye tracking, and generative artificial intelligence (GenAI). From the perceptual perspective, the thesis examines whether PSI-XR can provide perceptually credible visual experiences for users. One perceptual study compares visual realism and visual acuity between real world and VR, showing that VR can achieve a high level of visual realism and convey basic visual information about virtual objects while still presenting limitations in visual acuity. Since perceptual credibility also depends on how virtual objects are digitally represented and rendered, the second perceptual study compares 3D Gaussian Splatting (3DGS) with mesh-based rendering in VR, showing that 3DGS can be perceptually comparable to mesh under distant static observation but performs less robustly under proximal viewing, free movement, and multi-object conditions. 

Overall, this thesis suggests that an important potential value of PSI-XR lies not simply in increasing immersion or intelligence, but in how effectively immersive technologies, smart personalization techniques, and perceptual credibility work together to support a user-centered environment.

Place, publisher, year, edition, pages
Karlskrona: Blekinge Tekniska Högskola, 2026. p. 174
Series
Blekinge Institute of Technology Licentiate Dissertation Series, ISSN 1650-2140 ; 2026:07
Keywords
Extended reality (XR), Personalized, Human-centered, Immersive XR, Virtual Reality (VR), 3D Gaussian Splatting (3DGS), Perceptual Evaluation
National Category
Electrical Engineering, Electronic Engineering, Information Engineering
Research subject
Computer Science
Identifiers
urn:nbn:se:bth-30327 (URN)978-91-7295-532-5 (ISBN)
Presentation
2026-09-21, J1630, BTH, Karlskrona, 12:30 (English)
Opponent
Supervisors
Available from: 2026-08-10 Created: 2026-08-04 Last updated: 2026-09-04Bibliographically approved

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Huang, NanHu, YanSundstedt, VeronicaGoswami, Prashant
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