将被凝视的场景重新定位到中心:使用头部和凝视运动和眨眼的新颖虚拟转向

Yoshikazu Onuki, I. Kumazawa
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引用次数: 5

摘要

提出了一种适用于静止虚拟现实环境的虚拟转向方法,实现了视线向中心的重新定向。在快速的头部运动和眨眼过程中,快速的重新定向执行了不明显的场景切换,实现了无缝的用户体验,特别是对于广角转弯。而通过水平旋转虚拟世界与人脸方向相对应的连续窄角度旋转,增强了虚拟世界的真实感。该方案包括这两种转弯方案的混合。使用模拟恶心和在场问卷的实验表明,我们的方法获得了与传统的平滑和快速转弯相当或更低的恶心得分和更高的在场得分。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Reorient the Gazed Scene Towards the Center: Novel Virtual Turning Using Head and Gaze Motions and Blink
Novel virtual turning for stationary VR environments, accomplishing to reorient the gazed view towards the center, is proposed. Prompt reorientation during rapid head motion and blinking performed unnoticeable scene switching that achieved the seamless user experience, especially for the wide-angle turning. Whereas, continuous narrow-angle turning by horizontally rotating the virtual world corresponding to the face orientation achieved enhanced sense of reality. The proposal comprises a hybrid of these two turning schemes. Experiments using simulator sickness and presence questionnaires revealed that our methods achieved comparable or lower sickness scores and higher presence scores than conventional smooth and snap turns.
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