用户对VR中速度和高度不匹配的敏感度

Veronica U. Weser, Joel A. Hesch, Johnny Lee, D. Proffitt
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引用次数: 4

摘要

2014年,Facebook收购了Oculus VR,开启了消费者虚拟现实头戴式显示器(hmd)的新时代。小型高分辨率显示器和运动检测设备的融合技术进步推动VR超越了高科技研究实验室的范围,进入主流。然而,技术障碍仍然存在。随着越来越多的消费级产品的发展,用户的舒适性和体验将是至关重要的。缺乏外部跟踪的头戴式显示器的最大问题之一是用户位置和旋转传感器的漂移。漂移会导致晕动病,并使虚拟环境中的固定物品看起来在移动。对于那些试图设计基于真实环境的VR体验的开发者来说,如果不及时修正,漂移可能会在位置跟踪中产生很大的错误。尽管目前大部分VR硬件都使用外部跟踪设备来减轻位置和旋转漂移,但无需使用极端跟踪设备即可操作的头戴式显示器的创建将使VR硬件更加便携和灵活,因此可能是未来发展的目标。在技术进步到足以完全克服导致漂移的硬件问题之前,软件解决方案是纠正它的可行选择。当用户在虚拟世界中移动时,为了使他们的跟踪位置与他们在现实世界中的位置保持一致,可能会加速或减慢用户的速度。如果速度变化可以在用户不注意的情况下实现,它可能会提供一个无缝的解决方案,而不会干扰VR体验。在实验1和2中,我们人为地引入了速度变化,让用户在VR环境中移动的速度比他们在现实世界中的实际速度快或慢。用户的任务是正确识别他们何时以正确的真实速度移动,并与改变的虚拟移动速度进行比较。在两个实验中,分别测试了由坐着的用户腰部弯曲发起的前后运动和从一侧到另一侧的运动。在实验3中,我们从不同的用户高度交替呈现虚拟场景的视图。在本研究中,用户必须正确区分在正确高度呈现的虚拟场景视图与不正确的较矮和较高高度。在实验1和2中,我们发现用户没有注意到平均速度增加和减少约25%,这表明程序可以灵活地添加用户无法察觉的速度变化以纠正漂移。相比之下,实验3表明,在虚拟高度仅改变5厘米后,用户平均会意识到高度的变化。这些阈值可以被VR开发者用来补偿虚拟环境中用户的真实和虚拟位置之间的跟踪不匹配,也可以被工程师用来测试新的虚拟现实硬件对人类感知能力的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
User sensitivity to speed- and height-mismatch in VR
Facebook's purchase of Oculus VR in 2014 ushered in a new era of consumer virtual reality head-mounted displays (HMDs). Converging technological advancements in small, high-resolution displays and motion-detection devices propelled VR beyond the purview of high-tech research laboratories and into the mainstream. However, technological hurdles still remain. As more consumer grade products develop, user comfort and experience will be of the utmost importance. One of the biggest issues for HMDs that lack external tracking is drift in the user position and rotation sensors. Drift can cause motion sickness and make stationary items in the virtual environment to appear to shift in position. For developers who seek to design VR experiences that are rooted in real environments, drift can create large errors in positional tracking if left uncorrected over time. Although much of the current VR hardware makes use of external tracking devices to mitigate positional and rotational drift, the creation of head-mounted displays that can operate without the use of extremal tracking devices would make VR hardware more portable and flexible, and may therefore be a goal for future development. Until technology advances sufficiently to completely overcome the hardware problems that cause drift, software solutions are a viable option to correct for it. It may be possible to speed up and slow down users as they move though the virtual world in order to bring their tracked position back into alignment with their position in the real world. If speed changes can be implemented without users noticing the alteration, it may offer a seamless solution that does not interfere with the VR experience. In Experiments 1 and 2, we artificially introduced speed changes that made users move through the VR environment either faster than or slower than their actual real-world speed. Users were tasked with correctly identifying when they were moving at the correct true-to-life speed when compared to an altered virtual movement speed. Fore and aft movement and movement from side to side initiated by seated users bending at the waist were tested separately in two experiments. In Experiment 3, we presented alternating views of the virtual scene from different user heights. In this study, users had to correctly distinguish the view of the virtual scene presented at the correct height from incorrect shorter and taller heights. In Experiments 1 and 2, we found that on average speed increases and decreases up to approximately 25% went unnoticed by users, suggesting that there is flexibility for programs to add speed changes imperceptible to users to correct for drift. In contrast, Experiment 3 demonstrates that on average users were aware of height changes after virtual heights were altered by just 5 cm. These thresholds can be used by VR developers to compensate for tracking mismatches between real and virtual positions of users of virtual environments, and also by engineers to benchmark new virtual reality hardware against human perceptual abilities.
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