Joris Peereboom, Wilbert Tabone, Dimitra Dodou, Joost de Winter
{"title":"Head-locked, world-locked, or conformal diminished-reality? An examination of different AR solutions for pedestrian safety in occluded scenarios","authors":"Joris Peereboom, Wilbert Tabone, Dimitra Dodou, Joost de Winter","doi":"10.1007/s10055-024-01017-9","DOIUrl":null,"url":null,"abstract":"<p>Many collisions between pedestrians and cars are caused by poor visibility, such as occlusion by a parked vehicle. Augmented reality (AR) could help to prevent this problem, but it is unknown to what extent the augmented information needs to be embedded into the world. In this virtual reality experiment with a head-mounted display (HMD), 28 participants were exposed to AR designs, in a scenario where a vehicle approached from behind a parked vehicle. The experimental conditions included a head-locked live video feed of the occluded region, meaning it was fixed in a specific location within the view of the HMD (<i>VideoHead</i>), a world-locked video feed displayed across the street (<i>VideoStreet</i>), and two conformal diminished reality designs: a see-through display on the occluding vehicle (<i>VideoSeeThrough</i>) and a solution where the occluding vehicle has been made semi-transparent (<i>TransparentVehicle</i>). A <i>Baseline</i> condition without augmented information served as a reference. Additionally, the <i>VideoHead</i> and <i>VideoStreet</i> conditions were each tested with and without the addition of a guiding arrow indicating the location of the approaching vehicle. Participants performed 42 trials, 6 per condition, during which they had to hold a key when they felt safe to cross. The keypress percentages and responses from additional questionnaires showed that the diminished-reality <i>TransparentVehicle</i> and <i>VideoSeeThrough</i> designs came out most favourably, while the <i>VideoHead</i> solution caused some discomfort and dissatisfaction. An analysis of head yaw angle showed that <i>VideoHead</i> and <i>VideoStreet</i> caused divided attention between the screen and the approaching vehicle. The use of guiding arrows did not contribute demonstrable added value. AR designs with a high level of local embeddedness are beneficial for addressing occlusion problems when crossing. However, the head-locked solutions should not be immediately dismissed because, according to the literature, such solutions can serve tasks where a salient warning or instruction is beneficial.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.4000,"publicationDate":"2024-05-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Virtual Reality","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1007/s10055-024-01017-9","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
引用次数: 0
Abstract
Many collisions between pedestrians and cars are caused by poor visibility, such as occlusion by a parked vehicle. Augmented reality (AR) could help to prevent this problem, but it is unknown to what extent the augmented information needs to be embedded into the world. In this virtual reality experiment with a head-mounted display (HMD), 28 participants were exposed to AR designs, in a scenario where a vehicle approached from behind a parked vehicle. The experimental conditions included a head-locked live video feed of the occluded region, meaning it was fixed in a specific location within the view of the HMD (VideoHead), a world-locked video feed displayed across the street (VideoStreet), and two conformal diminished reality designs: a see-through display on the occluding vehicle (VideoSeeThrough) and a solution where the occluding vehicle has been made semi-transparent (TransparentVehicle). A Baseline condition without augmented information served as a reference. Additionally, the VideoHead and VideoStreet conditions were each tested with and without the addition of a guiding arrow indicating the location of the approaching vehicle. Participants performed 42 trials, 6 per condition, during which they had to hold a key when they felt safe to cross. The keypress percentages and responses from additional questionnaires showed that the diminished-reality TransparentVehicle and VideoSeeThrough designs came out most favourably, while the VideoHead solution caused some discomfort and dissatisfaction. An analysis of head yaw angle showed that VideoHead and VideoStreet caused divided attention between the screen and the approaching vehicle. The use of guiding arrows did not contribute demonstrable added value. AR designs with a high level of local embeddedness are beneficial for addressing occlusion problems when crossing. However, the head-locked solutions should not be immediately dismissed because, according to the literature, such solutions can serve tasks where a salient warning or instruction is beneficial.
期刊介绍:
The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to:
Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications
Development and evaluation of systems, tools, techniques and software that advance the field, including:
Display technologies, including Head Mounted Displays, simulators and immersive displays
Haptic technologies, including novel devices, interaction and rendering
Interaction management, including gesture control, eye gaze, biosensors and wearables
Tracking technologies
VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling.
Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence
Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems
Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.