A comparison of two cost-differentiated virtual reality systems for perception and action tasks

M. Young, G. B. Gaylor, Scott M. Andrus, Bobby Bodenheimer
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引用次数: 74

Abstract

Recent advances in technology and the opportunity to obtain commodity-level components have made the development and use of three-dimensional virtual environments more available than ever before. How well such components work to generate realistic virtual environments, particularly environments suitable for perception and action studies, is an open question. In this paper we compare two virtual reality systems in a variety of tasks: distance estimation, virtual object interaction, a complex search task, and a simple viewing experiment. The virtual reality systems center around two different head-mounted displays, a low-cost Oculus Rift and a high-cost Nvis SX60, which differ in resolution, field-of-view, and inertial properties, among other factors. We measure outcomes of the individual tasks as well as assessing simulator sickness and presence. We find that the low-cost system consistently outperforms the high-cost system, but there is some qualitative evidence that some people are more subject to simulator sickness in the low-cost system.
两种成本差异化的虚拟现实系统的感知和行动任务的比较
最近技术的进步和获得商品级组件的机会使三维虚拟环境的开发和使用比以往任何时候都更容易获得。这些组件如何有效地生成逼真的虚拟环境,特别是适合感知和行动研究的环境,是一个悬而未决的问题。在本文中,我们比较了两个虚拟现实系统的各种任务:距离估计,虚拟物体交互,复杂的搜索任务和简单的观看实验。虚拟现实系统以两种不同的头戴式显示器为中心,一种是低成本的Oculus Rift,另一种是高成本的Nvis SX60,它们在分辨率、视场和惯性特性等方面存在差异。我们衡量个人任务的结果,以及评估模拟器疾病和存在。我们发现低成本系统的表现始终优于高成本系统,但有一些定性证据表明,在低成本系统中,一些人更容易患模拟器病。
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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