头戴式显示器的基于眼睛注视的对象旋转

Chang Liu, J. Orlosky, Alexander Plopski
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引用次数: 4

摘要

对3D物体的免提操作一直是增强现实和虚拟现实(AR/VR)的挑战。虽然许多方法使用眼睛注视来辅助基于手的操作,但界面还不能以有效的方式提供完全基于注视的6自由度(DoF)操作。为了解决这个问题,我们实现了三种方法来处理使用凝视的虚拟对象的旋转,包括RotBar:一种将视线视线映射到每轴旋转的方法,RotPlane:一种利用正交平面来实现每轴角旋转的方法,以及RotBall:一种将传统的圆球与外部环结合起来处理用户视角滚动操作的方法。我们通过对用户进行研究来验证每种方法的效率,该研究涉及一系列沿不同轴的定向任务。实验结果表明,用户使用RotBar和RotPlane完成单轴定向任务的速度和精度明显高于RotBall。另一方面,对于多轴定向任务,RotBall在速度和精度方面明显优于RotBar和RotPlane。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Eye Gaze-based Object Rotation for Head-mounted Displays
Hands-free manipulation of 3D objects has long been a challenge for augmented and virtual reality (AR/VR). While many methods use eye gaze to assist with hand-based manipulations, interfaces cannot yet provide completely gaze-based 6 degree-of-freedom (DoF) manipulations in an efficient manner. To address this problem, we implemented three methods to handle rotations of virtual objects using gaze, including RotBar: a method that maps line-of-sight eye gaze onto per-axis rotations, RotPlane: a method that makes use of orthogonal planes to achieve per-axis angular rotations, and RotBall: a method that combines a traditional arcball with an external ring to handle user-perspective roll manipulations. We validated the efficiency of each method by conducting a user study involving a series of orientation tasks along different axes with each method. Experimental results showed that users could accomplish single-axis orientation tasks with RotBar and RotPlane significantly faster and more accurate than RotBall. On the other hand for multi-axis orientation tasks, RotBall significantly outperformed RotBar and RotPlane in terms of speed and accuracy.
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