Impact of visual and experiential realism on distance perception in VR using a custom video see-through system

Koorosh Vaziri, Peng Liu, Sahar A. Aseeri, V. Interrante
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引用次数: 25

Abstract

Immersive virtual reality (VR) technology has the potential to play an important role in the conceptual design process in architecture, if we can ensure that sketch-like structures are able to afford an accurate egocentric appreciation of the scale of the interior space of a preliminary building model. Historically, it has been found that people tend to perceive egocentric distances in head-mounted display (HMD) based virtual environments as being shorter than equivalent distances in the real world. Previous research has shown that in such cases, reducing the quality of the computer graphics does not make the situation significantly worse. However, other research has found that breaking the illusion of reality in a compellingly photorealistic VR experience can have a significant negative impact on distance perception accuracy. In this paper, we investigate the impact of "graphical realism" on distance perception accuracy in VR from a novel perspective. Rather than starting with a virtual 3D model and varying its surface texture, we start with a live view of the real world, presented through a custom-designed video/optical-see-through HMD, and apply image processing to the video stream to remove details. This approach offers the potential to explore the relationship between visual and experiential realism in a more nuanced manner than has previously been done. In a within-subjects experiment across three different real-world hallway environments, we asked people to perform blind walking to make distance estimates under three different viewing conditions: real-world view through the HMD; closely registered camera views presented via the HMD; and Sobel-filtered versions of the camera views, resulting a sketch-like (NPR) appearance. We found: 1) significant amounts of distance underestimation in all three conditions, most likely due to the heavy backpack computer that participants wore to power the HMD and cameras/graphics; 2) a small but statistically significant difference in the amount of underestimation between the real world and camera/NPR viewing conditions, but no significant difference between the camera and NPR conditions. There was no significant difference between participants' ratings of visual and experiential realism in the real world and camera conditions, but in the NPR condition participants' ratings of experiential realism were significantly higher than their ratings of visual realism. These results confirm the notion that experiential realism is only partially dependent on visual realism, and that degradation of visual realism, independently of experiential realism, does not significantly impact distance perception accuracy in VR.
使用自定义视频透视系统的VR中视觉和体验现实主义对距离感知的影响
沉浸式虚拟现实(VR)技术有可能在建筑的概念设计过程中发挥重要作用,如果我们能够确保类似草图的结构能够提供对初步建筑模型内部空间规模的准确自我中心欣赏。历史上,人们已经发现,在基于头戴式显示器(HMD)的虚拟环境中,人们倾向于认为以自我为中心的距离比现实世界中的等效距离短。先前的研究表明,在这种情况下,降低计算机图形的质量并不会使情况明显恶化。然而,其他研究发现,在令人信服的逼真的VR体验中打破现实的错觉会对距离感知的准确性产生显着的负面影响。在本文中,我们从一个新颖的角度研究了“图形真实感”对VR中距离感知精度的影响。我们不是从虚拟3D模型开始并改变其表面纹理,而是从现实世界的实时视图开始,通过定制设计的视频/光学透明头戴式显示器呈现,并对视频流应用图像处理以删除细节。这种方法提供了以一种比以前更微妙的方式探索视觉和经验现实主义之间关系的潜力。在一项横跨三种不同现实世界走廊环境的受试者内部实验中,我们要求受试者在三种不同的观看条件下进行盲走,以估计距离:通过HMD观看现实世界;通过HMD呈现的紧密注册的摄像头视图;和索贝尔滤镜版本的镜头视图,产生类似草图(NPR)的外观。我们发现:1)在所有三种情况下,距离低估的数量都很大,这很可能是由于参与者携带的沉重的背包电脑为头戴式显示器和相机/图形供电;2)在真实世界和摄像机/NPR观看条件下的低估量有微小但统计学上显著的差异,而摄像机和NPR观看条件下的低估量无显著差异。在真实世界和镜头条件下,被试对视觉真实感和经验真实感的评分没有显著差异,但在NPR条件下,被试对经验真实感的评分显著高于视觉真实感的评分。这些结果证实了体验现实主义仅部分依赖于视觉现实主义的概念,并且视觉现实主义的退化独立于体验现实主义,不会显著影响VR中的距离感知准确性。
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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