视场对头戴式显示器任务表现的影响

K. Arthur
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引用次数: 45

摘要

大多数头戴式显示器(hmd)的视场(FOV)宽度不超过60度,远远小于我们正常的视场宽度约200°。这种不匹配主要源于构建宽视场头显的难度和成本。然而,在现实环境中,限制一个人的视野会影响人们的行为,降低任务绩效。先前在虚拟现实领域的研究也表明,将视场限制在50°或更小的HMD会降低性能。我用定制的宽视场头戴式显示器进行了实验,发现即使在相对较高的112°视场下,性能也会下降,在48°视场下更是如此。实验使用了一个原型平铺式宽视场头戴式显示器来测量高达176°总水平视场的VR性能,并使用了一个定制的大面积跟踪系统来建立在大型虚拟环境中行走时的性能新发现。视场在预测两项任务的表现方面很重要:通过转头搜索和定位目标,以及在避开墙壁的情况下穿过一个简单的迷宫式环境。宽视场(112°或更大)对于步行任务尤其重要;对于它来说,112°时的性能比176°时低23%。在48°时,性能比176°时低31%。对于搜索任务,在112°时的性能比在176°时低12%。在48°时,性能比176°时低24%。对数据的进一步分析显示了未来调查的趋势。根据问卷调查,限制视场似乎会降低用户的存在感。VR疾病,也通过问卷调查来衡量,随着在一个小时内连续接触我们的系统而增加,但保持在相对较低的水平。FOV似乎能改变某些疾病症状的发生,但FOV是否能预测整体疾病,数据尚无定论。我进行了额外的测量和分析,包括姿势不稳定性、距离记忆、空间记忆、头部运动行为的测试,以及与其他头戴式显示器和实际性能的比较。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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.
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