超越Halo和Wedge:在头戴式虚拟和增强现实设备上可视化视线之外的对象

Uwe Gruenefeld, Abdallah El Ali, Susanne CJ Boll, Wilko Heuten
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引用次数: 50

摘要

用于虚拟和增强现实(VR/AR)的头戴式设备(hmd)使我们能够改变我们对世界的视觉感知。然而,当前的设备存在视场有限(FOV)的问题,当用户需要定位视野外的物体时(例如,在观光期间定位兴趣点),这就会成为问题。为了解决这个问题,我们在两项研究中开发并评估了HaloVR, WedgeVR, HaloAR和WedgeAR,这两项研究的灵感来自于可用的2D屏幕外对象可视化技术(Halo, Wedge)。虽然我们的技术总体上具有较高的可用性,但我们发现AR或VR的选择会影响平均搜索时间(VR: 2.25s, AR: 3.92s)和平均方向估计误差(VR: 21.85°,AR: 32.91°)。此外,虽然添加更多的视线外对象会显著影响VR和AR的搜索时间,但方向估计性能不受影响。我们提供的启示和讨论的挑战,为VR和AR头显设计。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Beyond Halo and Wedge: visualizing out-of-view objects on head-mounted virtual and augmented reality devices
Head-mounted devices (HMDs) for Virtual and Augmented Reality (VR/AR) enable us to alter our visual perception of the world. However, current devices suffer from a limited field of view (FOV), which becomes problematic when users need to locate out of view objects (e.g., locating points-of-interest during sightseeing). To address this, we developed and evaluated in two studies HaloVR, WedgeVR, HaloAR and WedgeAR, which are inspired by usable 2D off-screen object visualization techniques (Halo, Wedge). While our techniques resulted in overall high usability, we found the choice of AR or VR impacts mean search time (VR: 2.25s, AR: 3.92s) and mean direction estimation error (VR: 21.85°, AR: 32.91°). Moreover, while adding more out-of-view objects significantly affects search time across VR and AR, direction estimation performance remains unaffected. We provide implications and discuss the challenges of designing for VR and AR HMDs.
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