虚拟现实游戏中眼球运动和双眼差异的统计:对头显设计的启示。

IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Avi M Aizenman, George A Koulieris, Agostino Gibaldi, Vibhor Sehgal, Dennis M Levi, Martin S Banks
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引用次数: 10

摘要

人类的视觉系统是在具有统计规律的环境中进化的。双目视觉适应了这些,因此深度感知和眼球运动更精确、更快,并且在符合规律的环境中表现得更舒适。我们测量了虚拟现实(VR)游戏环境中眼球运动和双眼差异的统计数据,发现它们与自然环境中的眼睛运动和双眼差异很大。在VR中,注视距离和注视方向受到更多的限制,注视距离更远。在VR中,整个视野的视差模式不太规则,不符合自然发生的视差的突出属性。由此我们预测,与自然环境相比,虚拟现实中更有可能出现双重视觉。我们还确定了最佳屏幕距离,以最大限度地减少因趋近调节冲突引起的不适,以及头戴式显示器(HMD)屏幕的最佳鼻颞定位,以最大化双眼视野。最后,在一项用户研究中,我们调查了VR内容如何影响舒适度和性能。与自然世界的统计数据更一致的内容比不一致的内容产生更少的不适。此外,一致的内容比不一致的内容产生稍好的性能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

The Statistics of Eye Movements and Binocular Disparities during VR Gaming: Implications for Headset Design.

The Statistics of Eye Movements and Binocular Disparities during VR Gaming: Implications for Headset Design.

The Statistics of Eye Movements and Binocular Disparities during VR Gaming: Implications for Headset Design.

The Statistics of Eye Movements and Binocular Disparities during VR Gaming: Implications for Headset Design.

The human visual system evolved in environments with statistical regularities. Binocular vision is adapted to these such that depth perception and eye movements are more precise, faster, and performed comfortably in environments consistent with the regularities. We measured the statistics of eye movements and binocular disparities in virtual-reality (VR) - gaming environments and found that they are quite different from those in the natural environment. Fixation distance and direction are more restricted in VR, and fixation distance is farther. The pattern of disparity across the visual field is less regular in VR and does not conform to a prominent property of naturally occurring disparities. From this we predict that double vision is more likely in VR than in the natural environment. We also determined the optimal screen distance to minimize discomfort due to the vergence-accommodation conflict, and the optimal nasal-temporal positioning of head-mounted display (HMD) screens to maximize binocular field of view. Finally, in a user study we investigated how VR content affects comfort and performance. Content that is more consistent with the statistics of the natural world yields less discomfort than content that is not. Furthermore, consistent content yields slightly better performance than inconsistent content.

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来源期刊
ACM Transactions on Graphics
ACM Transactions on Graphics 工程技术-计算机:软件工程
CiteScore
14.30
自引率
25.80%
发文量
193
审稿时长
12 months
期刊介绍: ACM Transactions on Graphics (TOG) is a peer-reviewed scientific journal that aims to disseminate the latest findings of note in the field of computer graphics. It has been published since 1982 by the Association for Computing Machinery. Starting in 2003, all papers accepted for presentation at the annual SIGGRAPH conference are printed in a special summer issue of the journal.
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