注意要求型任务型技术对虚拟现实中重新定向的影响

IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS
Jieun Lee , Aya Ataya , SeungJun Kim
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引用次数: 0

摘要

虚拟现实(VR)中的重新定向技术使用户能够在有限的物理空间内探索比物理空间更大的虚拟空间。增加旋转增益,可以改变用户在物理空间和虚拟空间之间的方向,使用户能够在更大的虚拟空间中导航。然而,由于显著的旋转增益可能会破坏用户的存在感并引起不适,因此只能在有限的值下使用。为了解决这个问题,我们提出了一种基于任务的注意力要求重定向技术,该技术利用了人类的非注意盲视感知现象。我们设计了要求注意力的任务,要求用户专注于特定类型的注意力(视觉、心理和身体),并验证任务在要求预期的注意力类型方面是有效的。此外,我们还测量了用户的可见性、存在感和VR疾病。结果表明,与没有特定注意力要求的任务相比,用户在需要注意力的任务中更不容易注意到重新定向,这也避免了存在感下降和VR疾病增加等不良影响。我们的研究结果建议将重新定向技术无缝集成到VR交互场景中的VR内容设计指南,从而增加在虚拟环境中重新定向用户的机会。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effects of attention-demanding task-based technique on reorientation in virtual reality
Reorientation techniques in virtual reality (VR) enable users to explore virtual spaces that are larger than the physical spaces within limited physical spaces. Increasing the rotation gain, which alters the user's orientation between physical and virtual spaces, enables users to navigate a larger virtual space. However, as a significant rotation gain may disrupt the user's sense of presence and cause discomfort, it is used at limited values. To address this issue, we propose an attention-demanding task-based reorientation technique that leverages the human perceptual phenomenon of inattentional blindness. We design attention-demanding tasks that require users to focus on specific types of attention (visual, mental, and physical) and verify that tasks are effective in demanding the intended attention type. In addition, we measure the user noticeability, presence, and VR sickness. The results show that users are less likely to notice reorientation during attention-demanding tasks than during tasks without specific attentional demands, which also avoids undesired effects such as presence degradation and increased VR sickness. Our findings suggest VR content design guidelines for seamlessly integrating reorientation techniques into VR interactive scenarios, thereby increasing the opportunities for reorienting users in virtual environments.
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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
期刊介绍: The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities. Research areas relevant to the journal include, but are not limited to: • Innovative interaction techniques • Multimodal interaction • Speech interaction • Graphic interaction • Natural language interaction • Interaction in mobile and embedded systems • Interface design and evaluation methodologies • Design and evaluation of innovative interactive systems • User interface prototyping and management systems • Ubiquitous computing • Wearable computers • Pervasive computing • Affective computing • Empirical studies of user behaviour • Empirical studies of programming and software engineering • Computer supported cooperative work • Computer mediated communication • Virtual reality • Mixed and augmented Reality • Intelligent user interfaces • Presence ...
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