测量立体缺陷对周边个人空间指向的影响

Anil Ufuk Batmaz, M. H. Mughrabi, M. Sarac, Mayra Donaji Barrera Machuca, W. Stuerzlinger
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引用次数: 2

摘要

最先进的虚拟现实(VR)和增强现实(AR)头显依赖于单焦点立体显示器。对于远离焦平面的对象,这样的显示会产生收敛调节冲突(VAC),潜在地降低用户交互性能。在本文中,我们研究了在当前的立体显示系统中,虚拟手和光线投射交互作用如何影响指向手臂可及范围内的目标。我们使用先前提出的实验方法,扩展了ISO 9241-411:2015多向选择任务,以便在不同显示条件下选择目标之间进行公平比较。我们对18名参与者进行了用户研究,结果表明参与者在恒定VAC条件下使用虚拟手的速度更快,吞吐量更高。我们希望我们的研究结果能够让设计师在虚拟环境中选择更有效的交互方式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Measuring the Effect of Stereo Deficiencies on Peripersonal Space Pointing
State-of-the-art Virtual Reality (VR) and Augmented Reality (AR) headsets rely on singlefocal stereo displays. For objects away from the focal plane, such displays create a vergence-accommodation conflict (VAC), potentially degrading user interaction performance. In this paper, we study how the VAC affects pointing at targets within arm's reach with virtual hand and raycasting interaction in current stereo display systems. We use a previously proposed experimental methodology that extends the ISO 9241–411:2015 multi-directional selection task to enable fair comparisons between selecting targets in different display conditions. We conducted a user study with eighteen participants and the results indicate that participants were faster and had higher throughput in the constant VAC condition with the virtual hand. We hope that our results enable designers to choose more efficient interaction methods in virtual environments.
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