An effective method for measuring text legibility in XR devices reveals clear differences between three devices

IF 3.2 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Markku Kilpeläinen, Jukka Häkkinen
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引用次数: 0

Abstract

Reading is a crucial aspect of the extended reality (XR) experience across various professional and recreational contexts. Legibility, which is defined as the ease with which a character can be recognized, is an essential determinant of readability. As legibility on a specific device cannot be deduced from technical specifications alone, an efficient perceptual method for measuring legibility is needed to measure the legibility of text presented in XR. In this study, we present a method for comparing the legibility limits of XR devices, where single letter legibility is measured with fast and precise psychophysical methods. We applied the method to compare the legibility in three commercial XR headsets (Varjo VR-2, HTC Vive Pro Eye, Oculus Quest 2) in experiments with human observers. Our results show that the single letter legibility methods presented here provide an effect size approximately ten times higher compared to the widely used method of reading speed. This allows for the use of fewer observers and the detection of smaller differences, making it a more efficient and effective approach for comparing the legibility limits of XR devices.
一种测量XR设备文本易读性的有效方法揭示了三种设备之间的明显差异
阅读是扩展现实(XR)体验在各种专业和娱乐环境中的一个重要方面。可读性是指字符易于识别,是可读性的重要决定因素。由于无法仅从技术规范中推断出特定设备的易读性,因此需要一种有效的感知方法来测量XR中呈现的文本的易读性。在这项研究中,我们提出了一种比较XR设备易读性极限的方法,其中用快速精确的心理物理学方法测量单个字母的易读性。我们应用该方法在人类观察者的实验中比较了三款商用XR耳机(Varjo VR-2、HTC Vive Pro Eye和Oculus Quest 2)的易读性。我们的结果表明,与广泛使用的阅读速度方法相比,这里提出的单字母易读性方法提供的效果大小大约高出十倍。这允许使用更少的观察者和检测更小的差异,使其成为比较XR设备易读性极限的更高效和有效的方法。
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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CiteScore
5.80
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0.00%
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审稿时长
13 weeks
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