立体投影与3D电视诱导自动错觉效果的比较(向量)

Jacqueline D. Jordan, Mirjana Prpa, Daniel Feuereissen, B. Riecke
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引用次数: 0

摘要

开发有效、逼真的虚拟现实(VR)仿真技术的一个必要部分是模拟人类在相应的自然环境中发生的感知感觉。VR用户通常是坐着的,无法在虚拟世界中自由移动,因此需要其他手段来模拟和感知自我运动。解决这一挑战的一种方法是在静止的观察者中诱导自我运动的具身幻觉(“矢量”),通常是通过在宽视场显示器上提供移动的视觉刺激。虽然有许多刺激参数被证明会影响向量(参见Riecke, 2011年的综述),但很少有研究调查显示类型本身是如何起作用的。在这里,我们比较了两种常见的大视场刺激显示器的矢量诱导潜力、用户体验和可用性:被动立体投影装置和带快门眼镜的3D电视。揭示这些显示器之间的矢量差异将有助于对矢量的理论理解和不同显示属性的潜在相关性,并指导开发更身临其境和更有效的VR设置。从实际的角度来看,这项研究有助于确定更昂贵的投影系统是否比更容易获得和负担得起的3D电视更有好处。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Comparing the effectiveness of stereo projection versus 3D TV in inducing self-motion illusions (vection)
A necessary part of developing effective and realistic Virtual Reality (VR) simulations is emulating perceptual sensations that occur to humans in corresponding natural environments. VR users are often seated and unable to freely move through the virtual world, therefore necessitating other means to simulate and perceive self-movement. One approach to tackle this challenge is to induce embodied illusions of self-motion ("vection") in stationary observers, typically by providing moving visual stimuli on a wide field-of-view display. While numerous stimulus parameters have been shown to affect vection [see Riecke, 2011 for a review], there is little research investigating how the type of display itself might contribute. Here, we compared the vection-inducing potential as well as user experience and usability of two common displays for large-field stimulation: A passive stereoscopic projection setup and a 3D television with shutter glasses. Uncovering differences in vection between these displays would contribute to the theoretical understanding of vection and the potential relevance of different display properties, and guide the development of more immersive and effective VR setups. From a practical standpoint, this study helps to determine whether the more expensive projection system provides a benefit over the more accessible and affordable 3D television.
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