Under the Movement of Head: Evaluating Visual Attention in Immersive Virtual Reality Environment

Honglei Han, Aidong Lu, U. Wells
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引用次数: 2

Abstract

A method to measure what and how deep the user can perceive in immersive virtual reality environments is proposed. A preliminary user study was carried out to verify that user gaze behaviors have some specific differences in immersive virtual reality environments compared with that in traditional non-immersive virtual reality environments base on 2D monitors and interactive hardware. Analyzed from the user study result, the user gaze behavior in immersive virtual reality environments is more likely to move their head to let interested object locates in the center of the view, while in non-immersive virtual reality environments the user tends to move their own eyes and only move the avatar's head when necessary. Base on this finding, a quantitative equation is proposed to measure the user's attention in immersive virtual reality environments. It can be used into a quality evaluate system to help designers find out design issues in the scene that reduce the effectiveness of the narrative.
头部运动下:沉浸式虚拟现实环境中视觉注意力的评估
提出了一种在沉浸式虚拟现实环境中测量用户感知内容和感知深度的方法。通过初步的用户研究,验证了基于2D显示器和交互式硬件的沉浸式虚拟现实环境中用户凝视行为与传统非沉浸式虚拟现实环境中的用户凝视行为存在一些具体差异。从用户研究结果分析,沉浸式虚拟现实环境下的用户凝视行为更倾向于移动自己的头部,让感兴趣的物体位于视野中心,而非沉浸式虚拟现实环境下的用户则倾向于移动自己的眼睛,只有在必要时才移动虚拟角色的头部。基于这一发现,我们提出了一个定量方程来衡量沉浸式虚拟现实环境中用户的注意力。它可以作为一种质量评估系统,帮助设计师发现场景中降低叙事效果的设计问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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