沉浸式虚拟环境的场景运动阈值与角度头部运动相关。

Jason Jerald, Frank Steinicke, Mary Whitton
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引用次数: 6

摘要

为了更好地理解沉浸式虚拟环境中的运动感知,我们进行了一项用户研究,以量化受试者歪头时对场景运动的感知。我们测量了不同头部运动的场景速度阈值的心理测量函数,然后提取了75%的阈值,创建了场景速度阈值作为三个头部运动测量的函数:1)角范围,2)峰值角速度,3)和峰值角加速度。我们还测量了头部运动的四个阶段的场景速度阈值:1)头部旋转的开始,2)头部旋转的中心,3)头部旋转的结束,4)头部旋转的全部。在所有测试条件下,场景速度阈值随着头部运动的增加而增加。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Scene-Motion Thresholds Correlate with Angular Head Motions for Immersive Virtual Environments.

To better understand motion perception in immersive virtual environments, we conducted a user study to quantify perception of scene motion as subjects yawed their heads. We measured psychometric functions of scene-velocity thresholds for different head motions and then extracted 75% thresholds, creating scene-velocity thresholds as functions of three measures of head motion: 1) Angular Range, 2) Peak Angular Velocity, 3) and Peak Angular Acceleration. We also measured scene-velocity thresholds for four phases of head motion: 1) the Start of the head turn, 2) the Center of the head turn, 3) the End of the head turn, 4) and All of the head turn. Scene-velocity thresholds increased as head motion increased for all tested conditions.

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