Kosuge, YukiGoto, YutaOkamoto, ShogoTanabe, TakeshiYem, Vibol2024-11-292024-11-292024978-3-03868-246-21727-530Xhttps://doi.org/10.2312/egve.20241389https://diglib.eg.org/handle/10.2312/egve20241389This study investigates how object density in virtual reality (VR) affects self-moving speed perception. Using 44 participants, speed perception across six object density levels was assessed through magnitude estimation. The analysis based on Stevens' power law, found that the perceived speed is the highest linearity at moderate object density. Excessive or sparse object environments led to reduced linearity. The findings suggest a critical object density threshold for maintaining accurate speed perception in VR, offering insights for designing immersive environments.Attribution 4.0 International LicenseCCS Concepts: Human-centered computing → Virtual realityHuman centered computing → Virtual realityVirtual Reality Space Moderately Filled with Objects for Linear Self-locomotive Speed Perception10.2312/egve.202413892 pages