WarpVision: Using Spatial Curvature to Guide Attention in Virtual Reality.

IF 6.5
Jerome Kudnick, Martin Weier, Colin Groth, Biying Fu, Robin Horst
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Abstract

With the advent of consumer-targeted, low-cost virtual reality devices and facile authoring technologies, the development and design of experiences in virtual reality are also becoming more accessible to non-expert authors. However, the inherent freedom of exploration in these virtual spaces presents a significant challenge for designers seeking to guide user attention toward points and objects of interest. This paper proposes the new technique WarpVision, which utilizes spatial curvature to subtly guide the user's attention in virtual reality. WarpVision distorts an area around the point of interest, thus changing the size, form, and location of all objects and the space around them. In this way, the user's attention can be guided even when the point of interest is not in the immediate field of vision. WarpVision is evaluated in a user study based on a within-subjects design, comparing it to the state-of-the-art technique Deadeye. Participants completed visual search tasks across two virtual environments being supported with WarpVision at four different intensities. Results show that WarpVision significantly reduces search times compared to Deadeye. While both techniques introduce comparable levels of immersion disruption, WarpVision has a lower reported impact on the user's well-being.

WarpVision:在虚拟现实中使用空间曲率引导注意力。
随着以消费者为目标、低成本的虚拟现实设备和便捷的创作技术的出现,虚拟现实体验的开发和设计也变得更容易为非专业作者所接受。然而,在这些虚拟空间中探索的固有自由对设计师来说是一个重大挑战,他们试图将用户的注意力引导到感兴趣的点和物体上。本文提出了在虚拟现实中利用空间曲率巧妙引导用户注意力的新技术WarpVision。WarpVision会扭曲感兴趣点周围的区域,从而改变所有对象及其周围空间的大小、形式和位置。这样,即使兴趣点不在眼前,用户的注意力也可以被引导。WarpVision在用户研究中进行评估,基于主题内设计,将其与最先进的技术Deadeye进行比较。参与者在WarpVision支持的四个不同强度的两个虚拟环境中完成视觉搜索任务。结果表明,与Deadeye相比,WarpVision显著减少了搜索时间。虽然这两种技术都引入了相当程度的沉浸干扰,但WarpVision对用户健康的影响较低。
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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