Effects of head-display lag on presence in the oculus rift

Juno Kim, Matthew Moroz, Benjamin Arcioni, S. Palmisano
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引用次数: 8

Abstract

We measured presence and perceived scene stability in a virtual environment viewed with different head-to-display lag (i.e., system lag) on the Oculus Rift (CV1). System lag was added on top of the measured benchmark system latency (22.3 ms) for our visual scene rendered in OpenGL Shading Language (GLSL). Participants made active head oscillations in pitch at 1.0Hz while viewing displays. We found that perceived scene instability increased and presence decreased when increasing system lag, which we attribute to the effect of multisensory visual-vestibular interactions on the interpretation of the visual information presented.
头显延迟对眼隙存在的影响
我们在Oculus Rift (CV1)上使用不同的头显延迟(即系统延迟)来测量虚拟环境中的存在感和感知场景稳定性。在OpenGL着色语言(GLSL)渲染的视觉场景中,系统延迟是在测量的基准系统延迟(22.3 ms)之上添加的。在观看显示器时,参与者的头部以1.0Hz的频率振动。我们发现,当系统滞后增加时,感知到的场景不稳定性增加,存在感减少,我们将其归因于多感官视觉-前庭相互作用对所呈现的视觉信息的解释的影响。
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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