真实和基于hmd的虚拟环境中的自我中心距离感知:有限扫描方法的影响

Qiufeng Lin, Xianshi Xie, Aysu Erdemir, G. Narasimham, T. McNamara, J. Rieser, Bobby Bodenheimer
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引用次数: 29

摘要

在真实环境和虚拟环境下,采用受限扫描盲行方式进行了四项自我中心深度感知实验。我们在所有实验中的观看条件都是单目的。我们在4米到7米的距离上改变了视场(真实)、扫描方向(真实)、盲人行走方式(真实和虚拟)和自我表现(虚拟)。视场在21.1°到13.6°之间变化。扫描方向在近距离扫描和远距离扫描之间变化。盲走法在直接盲走法和与我们实验室的几何形状相匹配的间接盲走法之间变化。我们将自我表现分为拥有自我化身(完全跟踪、动画和用户的第一人称视角)、拥有静态化身(不移动的人体模型化身)和没有化身(虚拟环境的无实体摄像机视图)。在真实环境中,我们发现了视场效应;参与者在更大的视野下表现得更准确。在真实和虚拟环境中,我们都发现了盲走法的效果;参与者在直接盲人行走中表现得更准确。在任何环境中,我们都没有发现距离低估的影响,也没有发现自我表征的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Egocentric distance perception in real and HMD-based virtual environments: the effect of limited scanning method
We conducted four experiments on egocentric depth perception using blind walking with a restricted scanning method in both the real and a virtual environment. Our viewing condition in all experiments was monocular. We varied the field of view (real), scan direction (real), blind walking method (real and virtual), and self-representation (virtual) over distances of 4 meters to 7 meters. The field of view varied between 21.1° and 13.6°. The scan direction varied between near-to-far scanning and far-to-near scanning. The blind walking method varied between direct blind walking and an indirect method of blind walking that matched the geometry of our laboratory. We varied self-representation between having a self-avatar (a fully tracked, animated, and first-person perspective of the user), having a static avatar (a mannequin avatar that did not move), to having no avatar (a disembodied camera view of the virtual environment). In the real environment, we find an effect of field of view; participants performed more accurately with larger field of view. In both real and virtual environments, we find an effect of blind walking method; participants performed more accurately in direct blind walking. We do not find an effect of distance underestimation in any environment, nor do we find an effect of self-representation.
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