缩小的视野改变了扫描行为。

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Virtual Reality Pub Date : 2025-01-01 Epub Date: 2025-03-22 DOI:10.1007/s10055-025-01125-0
E M J L Postuma, F W Cornelissen, M Pahlevan, J Heutink, G A de Haan
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引用次数: 0

摘要

导读:通过头戴式显示器(hmd)呈现的虚拟现实环境有望用于训练或研究移动活动,如骑自行车、步行和过马路。然而,hmd有限的视场(FoV)可能会影响扫描行为,降低结果在现实生活中的可翻译性。本研究旨在(i)调查视场减少如何影响移动活动期间的扫描行为,以及(ii)这些扫描变化是否在这些活动中有所不同。方法:16名参与者进行了两次真实的步行、骑自行车和过马路的活动;一次减少FoV,一次没有。一个内置陀螺仪的移动眼动仪记录了扫描行为。扫描行为是根据跳动频率和振幅、水平头部运动频率和振幅以及水平和垂直眼睛位置来评估的。结果:与正常视场相比,被试在视场减小时进行了更多幅度更大的水平头部运动。此外,他们的水平眼位置更多地向中心区域分布,而更少地向外围区域分布。总的来说,眼睛水平和垂直位置的范围都减小了。视场减小对水平头部运动幅度、水平眼位和垂直眼位的影响在不同的活动中有所不同。结论:一般来说,人们似乎通过更多的大幅度水平头部运动来补偿视场的减少,同时减少眼睛的位置分布。因此,在将在头显中观察到的扫描行为结果转换为现实生活中预期的结果时,建议谨慎。补充信息:在线版本包含补充资料,下载地址为10.1007/s10055-025-01125-0。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Reduced field of view alters scanning behaviour.

Introduction: Virtual reality environments presented through head mounted displays (HMDs) hold promise for training or studying mobility activities, such as cycling, walking, and street crossing. Yet, the limited field of view (FoV) of HMDs may influence scanning behaviour, reducing the translatability of findings to real-life situations. This study aims to (i) investigate how a reduced FoV influences scanning behaviour during mobility activities, and (ii) whether these alterations in scanning vary across these activities.

Method: Sixteen participants performed a real-life walking, cycling and street crossing activity twice; once with and once without a reduced FoV. A mobile eye-tracker with a built in gyroscope recorded scanning behaviour. Scanning behaviour was evaluated in terms of saccadic frequency and amplitude, horizontal head movement frequency and amplitude, and the horizontal and vertical eye position.

Results: The participants performed more horizontal head movements with larger amplitudes during the reduced FoV compared to the normal FoV. Additionally, they distributed their horizontal eye position more towards the central regions and less towards their peripheral regions. Overall, the range of both horizontal and vertical eye position decreased. The impact of the reduced FoV on horizontal head movement amplitude, horizontal eye position, and vertical eye position varied across activities.

Conclusion: Generally, individuals seem to compensate for a reduced FoV by making more horizontal head movements with large amplitudes, while reducing the eye position distribution. Consequently, caution is advised when translating outcomes on scanning behaviour observed in HMDs to those expected in real-life situations.

Supplementary information: The online version contains supplementary material available at 10.1007/s10055-025-01125-0.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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