缩小影响眼裂头戴式显示器基于动作的距离判断

Bochao Li, Ruimin Zhang, S. Kuhl
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引用次数: 31

摘要

距离感知是许多虚拟现实应用的关键组成部分,大量研究表明,在头戴式显示器(HMD)系统中,以自我为中心的距离被判断为压缩。几何缩小是一种用比HMD的视场更大的视场渲染图形的技术,是消除距离压缩的一种已知方法[Kuhl et al. 2009;Zhang et al. 2012]。本研究使用直接盲走来确定缩小可能如何影响Oculus Rift HMD的距离判断,它的视场比以前的缩小研究要大得多。我们的研究结果表明,人们能够在校准条件下做出准确的距离判断,而几何缩小会导致人们高估距离。由于这项研究表明,缩小会影响像Oculus这样的宽视场显示器,我们讨论了如何使用比论文中描述的更彻底的校准技术。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Minication affects action-based distance judgments in oculus rift HMDs
Distance perception is a crucial component for many virtual reality applications, and numerous studies have shown that egocentric distances are judged to be compressed in head-mounted display (HMD) systems. Geometric minification, a technique where the graphics are rendered with a field of view that larger than the HMD's field of view, is one known method of eliminating the distance compression [Kuhl et al. 2009; Zhang et al. 2012]. This study uses direct blind walking to determine how minification might impact distance judgments in the Oculus Rift HMD which has a significantly larger FOV than previous minification studies. Our results show that people were able to make accurate distance judgments in a calibrated condition and that geometric minification causes people to overestimate distances. Since this study shows that minification can impact wide FOV displays such as the Oculus, we discuss how it may be necessary to use calibration techniques which are more thorough than those described in this paper.
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