Sensitivity to scene motion for phases of head yaws

J. Jerald, Tabitha C. Peck, Frank Steinicke, M. Whitton
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引用次数: 66

Abstract

In order to better understand how scene motion is perceived in immersive virtual environments and to provide guidelines for designing more useable systems, we measured sensitivity to scene motion for different phases of quasi-sinusoidal head yaw motions. We measured and compared scene-velocity thresholds for nine subjects across three conditions: visible With head rotation (W) where the scene is presented during the center part of sinusoidal head yaws and the scene moves in the same direction the head is rotating, visible Against head rotation (A) where the scene is presented during the center part of sinusoidal head yaws and the scene moves in the opposite direction the head is rotating, and visible at the Edge of head rotation (E) where the scene is presented at the extreme of sinusoidal head yaws and the scene moves during the time that head direction changes. The W condition had a significantly higher threshold (decreased sensitivity) than both the E and A conditions. The median threshold for the W condition was 2.1 times the A condition and 1.5 times the E condition. We did not find a significant difference between the E and A conditions, although there was a trend for the A thresholds to be less than the E thresholds. An Equivalence Test showed the A and E thresholds to be statistically equivalent. Our results suggest the phase of user's head yaw should be taken into account when inserting additional scene motion into immersive virtual environments if one does not want users to perceive that motion. In particular, there is much more latitude for artificially and imperceptibly rotating a scene, as in Razzaque's redirecting walking technique, in the same direction of head yaw than against the direction of yaw. The implications for maximum end-to-end latency in a head-mounted display is that users are less likely to notice latency when beginning a head yaw (when the scene moves with the head) than when slowing down a head yaw (when the scene moves against the head) or when changing head direction (when the head is near still and scene motion due to latency is maximized).
头部偏航相位对场景运动的敏感性
为了更好地理解在沉浸式虚拟环境中如何感知场景运动,并为设计更有用的系统提供指导,我们测量了准正弦头部偏航运动的不同阶段对场景运动的灵敏度。我们测量并比较了九名受试者在三种情况下的场景速度阈值:在头部旋转(W)时,场景呈现在正弦波头部偏航的中心部分,场景移动方向与头部旋转方向相同;在头部旋转(A)时,场景呈现在正弦波头部偏航的中心部分,场景移动方向与头部旋转方向相反;在头部旋转边缘(E)可见,场景呈现在正弦头部偏航的极值,场景在头部方向变化的同时移动。与E和a条件相比,W条件具有明显更高的阈值(敏感度降低)。W条件的中位阈值是A条件的2.1倍,E条件的1.5倍。我们没有发现E和a条件之间有显著差异,尽管a阈值有小于E阈值的趋势。等效检验显示A和E阈值在统计上是相等的。我们的研究结果表明,当在沉浸式虚拟环境中插入额外的场景运动时,如果不想让用户感知到这种运动,就应该考虑用户头部偏航的阶段。特别是,在Razzaque的重定向行走技术中,在与头部偏航方向相同的方向上,有更多的人为和不知不觉地旋转场景的自由度,而不是反对偏航方向。头戴式显示器中最大端到端延迟的含义是,用户在开始头部偏航时(当场景随着头部移动时)不太可能注意到延迟,而在减缓头部偏航时(当场景与头部移动时)或改变头部方向时(当头部接近静止并且由于延迟而导致的场景运动最大化时)。
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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