Head turn scaling below the threshold of perception in immersive virtual environments

Martin Westhoven, D. Paul, T. Alexander
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引用次数: 3

Abstract

Immersive virtual environments allow to experience presence, the feeling of being present in a virtual environment. When accessing virtual reality with virtual reality goggles, head tracking is used to update the virtual viewpoint according to the user's head movement. While typically used unmodified, the extent to which the virtual viewpoint follows the real head motion can be scaled. In this paper, the effect of scaling below the threshold of perception on presence during a target acquisition task was studied. It was assumed, that presence is reduced when head motion is scaled. No effect on presence, simulator sickness and performance was found. A significant effect on physical task load was found. The results yield information for further work and for the required verification of the used concept of presence. It can be assumed, that load can be modified by the scaling without significantly influencing the quality of presence.
沉浸式虚拟环境中头部转动低于感知阈值
身临其境的虚拟环境可以让人体验到临场感,即置身于虚拟环境中的感觉。在佩戴虚拟现实护目镜访问虚拟现实时,采用头部跟踪技术,根据用户头部运动来更新虚拟视点。虽然通常不加修改,但虚拟视点跟随真实头部运动的程度可以缩放。在目标获取任务中,研究了低于感知阈值的标度对存在感的影响。假设,当头部运动缩放时,存在会减少。对存在感、模拟器病和工作表现没有影响。结果发现,对物理任务负荷有显著影响。这些结果为进一步的工作和所需的存在概念验证提供了信息。可以假设,负载可以通过缩放来修改,而不会显著影响存在的质量。
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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