论文标题

在坐着VR的感知限制之内和超出旋转方面

On Rotation Gains Within and Beyond Perceptual Limitations for Seated VR

论文作者

Wang, Chen, Zhang, Song-Hai, Zhang, Yizhuo, Zollmann, Stefanie, Hu, Shi-Min

论文摘要

头部安装显示器(HMD)中的头部跟踪使用户可以探索具有免费头部动作的360度虚拟场景。但是,对于坐在椅子上的用户或沙发上的用户使用的使用,实际上不可能在360度上转约。重定向技术将其跟踪的物理运动和虚拟运动取代,使用户可以探索具有更灵活性的虚拟环境。在仅可用头部移动的坐姿情况下,刺激的差异可能会导致旋转增长的检测阈值与重定向步行的距离不同。因此,我们提出了一个具有两种强制选择(2AFC)设计的实验,以比较座位和站立情况的阈值。结果表明,用户无法区分0.89至1.28之间的旋转增长,与站立条件相比,范围较小。我们进一步将头部放大视为一种交互技术,发现2.5的增益虽然不是硬阈值,但接近用户认为适用的最大收益。总体而言,我们的工作旨在更好地了解人类对座位VR旋转增长的看法,结果为未来的应用设计选择提供了指导。

Head tracking in head-mounted displays (HMDs) enables users to explore a 360-degree virtual scene with free head movements. However, for seated use of HMDs such as users sitting on a chair or a couch, physically turning around 360-degree is not possible. Redirection techniques decouple tracked physical motion and virtual motion, allowing users to explore virtual environments with more flexibility. In seated situations with only head movements available, the difference of stimulus might cause the detection thresholds of rotation gains to differ from that of redirected walking. Therefore we present an experiment with a two-alternative forced-choice (2AFC) design to compare the thresholds for seated and standing situations. Results indicate that users are unable to discriminate rotation gains between 0.89 and 1.28, a smaller range compared to the standing condition. We further treated head amplification as an interaction technique and found that a gain of 2.5, though not a hard threshold, was near the largest gain that users consider applicable. Overall, our work aims to better understand human perception of rotation gains in seated VR and the results provide guidance for future design choices of its applications.

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