The Ventriloquist Effect in Augmented Reality

Mikko Kytö, Kenta Kusumoto, P. Oittinen
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引用次数: 8

Abstract

An effective interaction in augmented reality (AR) requires utilization of different modalities. In this study, we investigated orienting the user in bimodal AR. Using auditory perception to support visual perception provides a useful approach for orienting the user to directions that are outside of the visual field-of-view (FOV). In particular, this is important in path-finding, where points-of-interest (POIs) can be all around the user. However, the ability to perceive the audio POIs is affected by the ventriloquism effect (VE), which means that audio POIs are captured by visual POIs. We measured the spatial limits for the VE in AR using a video see-through head-worn display. The results showed that the amount of the VE in AR was approx. 5°–15° higher than in a real environment. In AR, spatial disparity between an audio and visual POI should be at least 30° of azimuth angle, in order to perceive the audio and visual POIs as separate. The limit was affected by azimuth angle of visual POI and magnitude of head rotations. These results provide guidelines for designing bimodal AR systems.
增强现实中的腹语者效应
增强现实(AR)中的有效交互需要利用不同的模式。在这项研究中,我们研究了在双峰AR中定位用户。使用听觉感知来支持视觉感知提供了一种有用的方法,可以将用户定向到视野(FOV)之外的方向。这在寻径中尤其重要,因为兴趣点(poi)可能就在用户周围。然而,感知音频点的能力受到腹语效应(VE)的影响,这意味着音频点被视觉点捕获。我们使用视频透明头戴式显示器测量了AR中VE的空间限制。结果表明,AR中VE的含量约为。5度;mdash; 15度;比真实环境要高。在AR中,音频和视觉POI之间的空间差异应该至少为30度;的方位角,以便感知音频和视觉点是分开的。该极限受视觉POI方位角和头部旋转幅度的影响。这些结果为设计双峰AR系统提供了指导。
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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