{"title":"视场对头戴式显示器任务表现的影响","authors":"K. Arthur","doi":"10.1145/257089.257116","DOIUrl":null,"url":null,"abstract":"The field of view (FOV) in most head-mounted displays (HMDs) is no more than 60 degrees wide—far narrower than our normal FOV of about 200° wide. This mismatch arises mostly from the difficulty and expense of building wide-FOV HMDs. Restricting a person's FOV, however, has been shown in real environments to affect people's behavior and degrade task performance. Previous work in virtual reality too has shown that restricting FOV to 50° or less in an HMD can degrade performance. \nI conducted experiments with a custom, wide-FOV HMD and found that performance is degraded even at the relatively high FOV of 112°, and further at 48°. The experiments used a prototype tiled wide-FOV HMD to measure performance in VR at up to 176° total horizontal FOV, and a custom large-area tracking system to establish new findings on performance while walking about a large virtual environment. \nFOV was significant in predicting performance of two tasks: searching for and locating a target by turning one's head, and walking through a simple maze-like environment while avoiding walls. Wide FOV (112° or greater) was especially important for the walking task; for it, performance at 112° was 23% less than at 176°. At 48°, performance was 31% less than at 176°. For the search task, performance at 112° was 12% less than at 176°. At 48°, performance was 24% less than at 176°. \nAdditional analyses of the data show trends that suggest future investigation. Restricting FOV appears to decrease the user's sense of presence, as measured by a questionnaire. VR sickness, also measured by questionnaire, increased with successive exposures to our system within an hour-long session, but stayed at relatively low levels. FOV appears to alter the occurrence of some sickness symptoms, but the data are inconclusive on whether FOV predicts total sickness. I performed additional measures and analyses, including tests of postural instability, distance memory, spatial memory, head-movement behavior, and comparisons with other HMDs and with real-world performance.","PeriodicalId":281135,"journal":{"name":"Conference Companion on Human Factors in Computing Systems","volume":"27 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1996-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"45","resultStr":"{\"title\":\"Effects of field of view on task performance with head-mounted displays\",\"authors\":\"K. Arthur\",\"doi\":\"10.1145/257089.257116\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The field of view (FOV) in most head-mounted displays (HMDs) is no more than 60 degrees wide—far narrower than our normal FOV of about 200° wide. This mismatch arises mostly from the difficulty and expense of building wide-FOV HMDs. Restricting a person's FOV, however, has been shown in real environments to affect people's behavior and degrade task performance. Previous work in virtual reality too has shown that restricting FOV to 50° or less in an HMD can degrade performance. \\nI conducted experiments with a custom, wide-FOV HMD and found that performance is degraded even at the relatively high FOV of 112°, and further at 48°. The experiments used a prototype tiled wide-FOV HMD to measure performance in VR at up to 176° total horizontal FOV, and a custom large-area tracking system to establish new findings on performance while walking about a large virtual environment. \\nFOV was significant in predicting performance of two tasks: searching for and locating a target by turning one's head, and walking through a simple maze-like environment while avoiding walls. Wide FOV (112° or greater) was especially important for the walking task; for it, performance at 112° was 23% less than at 176°. At 48°, performance was 31% less than at 176°. For the search task, performance at 112° was 12% less than at 176°. At 48°, performance was 24% less than at 176°. \\nAdditional analyses of the data show trends that suggest future investigation. Restricting FOV appears to decrease the user's sense of presence, as measured by a questionnaire. VR sickness, also measured by questionnaire, increased with successive exposures to our system within an hour-long session, but stayed at relatively low levels. FOV appears to alter the occurrence of some sickness symptoms, but the data are inconclusive on whether FOV predicts total sickness. I performed additional measures and analyses, including tests of postural instability, distance memory, spatial memory, head-movement behavior, and comparisons with other HMDs and with real-world performance.\",\"PeriodicalId\":281135,\"journal\":{\"name\":\"Conference Companion on Human Factors in Computing Systems\",\"volume\":\"27 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1996-04-18\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"45\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Conference Companion on Human Factors in Computing Systems\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/257089.257116\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Conference Companion on Human Factors in Computing Systems","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/257089.257116","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Effects of field of view on task performance with head-mounted displays
The field of view (FOV) in most head-mounted displays (HMDs) is no more than 60 degrees wide—far narrower than our normal FOV of about 200° wide. This mismatch arises mostly from the difficulty and expense of building wide-FOV HMDs. Restricting a person's FOV, however, has been shown in real environments to affect people's behavior and degrade task performance. Previous work in virtual reality too has shown that restricting FOV to 50° or less in an HMD can degrade performance.
I conducted experiments with a custom, wide-FOV HMD and found that performance is degraded even at the relatively high FOV of 112°, and further at 48°. The experiments used a prototype tiled wide-FOV HMD to measure performance in VR at up to 176° total horizontal FOV, and a custom large-area tracking system to establish new findings on performance while walking about a large virtual environment.
FOV was significant in predicting performance of two tasks: searching for and locating a target by turning one's head, and walking through a simple maze-like environment while avoiding walls. Wide FOV (112° or greater) was especially important for the walking task; for it, performance at 112° was 23% less than at 176°. At 48°, performance was 31% less than at 176°. For the search task, performance at 112° was 12% less than at 176°. At 48°, performance was 24% less than at 176°.
Additional analyses of the data show trends that suggest future investigation. Restricting FOV appears to decrease the user's sense of presence, as measured by a questionnaire. VR sickness, also measured by questionnaire, increased with successive exposures to our system within an hour-long session, but stayed at relatively low levels. FOV appears to alter the occurrence of some sickness symptoms, but the data are inconclusive on whether FOV predicts total sickness. I performed additional measures and analyses, including tests of postural instability, distance memory, spatial memory, head-movement behavior, and comparisons with other HMDs and with real-world performance.