现实场景中随视线变化的景深:用户体验

Margarita Vinnikov, R. Allison
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引用次数: 33

摘要

无论用于描绘3D场景的单目和双目深度线索如何,在显示器上呈现的计算机生成的物体通常具有相同的焦距。这是因为它们呈现在具有固定物理位置的平面屏幕显示器上。在立体3D显示器中,无论描绘的深度如何,眼睛的调节(焦点)应始终位于屏幕的距离,以获得清晰的视觉;这种固定的调节与用户必须融合屏幕外刺激的眼球运动相冲突。这被称为适应-收敛冲突,不利于立体虚拟环境(VE)的用户体验,因为它会在使用立体显示器时导致视觉不适和复视。人们认为,通过人工模拟焦点模糊和自然调节,有可能补偿收敛调节冲突并减轻这些症状。我们假设,有可能补偿冲突与一个固定的住宿提示,根据瞬时固定添加模拟焦模糊。我们检查了在立体和非立体3D显示器中使用时的注视景深(DOF)。我们要求参与者在深度感知、图像质量和观看舒适度方面比较不同的条件。正如预期的那样,我们发现单眼景深比无景深给人的深度印象更强,立体线索比任何一种单眼线索都强,但在立体显示器上增加景深并没有增强深度印象。而形象舒适度则相反。人们认为在单目观看时,景深会影响图像质量。我们还观察到,舒适性受到DOF和显示模式的影响,其方式与图像质量类似。然而,景深模拟对图像质量影响的大小取决于人们是否将图像质量与景深联系起来。这些结果表明,评估DOF有效性的研究需要考虑任务类型、图像类型和所问问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gaze-contingent depth of field in realistic scenes: the user experience
Computer-generated objects presented on a display typically have the same focal distance regardless of the monocular and binocular depth cues used to portray a 3D scene. This is because they are presented on a flat screen display that has a fixed physical location. In a stereoscopic 3D display, accommodation (focus) of the eyes should always be at the distance of the screen for clear vision regardless of the depth portrayed; this fixed accommodation conflicts with vergence eye movements that the user must make to fuse stimuli located off the screen. This is known as accommodation-vergence conflict and is detrimental for user experience of stereoscopic virtual environments (VE), as it can cause visual discomfort and diplopia during use of a stereoscopic display. It is believed that, by artificially simulating focal blur and natural accommodation, it is possible to compensate for the vergence-accommodation conflict and alleviate these symptoms. We hypothesized that it is possible to compensate for conflict with a fixed accommodation cue by adding simulated focal blur according to instantaneous fixation. We examined gaze-contingent depth of field (DOF) when used in stereoscopic and non-stereoscopic 3D displays. We asked our participants to compare different conditions in terms of depth perception, image quality and viewing comfort. As expected, we found that monocular DOF gave a stronger impression of depth than no depth of field, stereoscopic cues were stronger than any kind of monocular cues, but adding depth of field to stereo displays did not enhance depth impressions. The opposite was true for image comfort. People thought that DOF impaired image quality in monocular viewing. We also observed that comfort was affected by DOF and display mode in similar fashion as image quality. However, the magnitude of the effects of DOF simulation on image quality depended on whether people associated image quality with depth or not. These results suggest that studies evaluating DOF effectiveness need to consider the type of task, type of image and questions asked.
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