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Physical discomfort and eye movements during arbitrary and optical flow-like motions in stereo 3D contents
Virtual Reality ( IF 4.4 ) Pub Date : 2019-06-18 , DOI: 10.1007/s10055-019-00386-w
Sunu Wibirama , Paulus Insap Santosa , Putu Widyarani , Nanda Brilianto , Wina Hafidh

Users of stereo 3D technology commonly report physical discomfort during or after exposure of stereo 3D contents. The discomfort has been associated with sensation of arbitrary and optical flow-like self-motion. However, there is no information on whether arbitrary motion induces stronger physical discomfort compared with optical flow-like motion. To address this research gap, we investigate physical discomfort among players and spectators of stereo 3D contents using eye tracking and Simulator Sickness Questionnaire. Thirty participants (\(N=30\)) acted as players and spectators of a first-person shooter (FPS) and a car racing game. The FPS and the car racing game produce a sensation of arbitrary and optical flow-like self-motion, respectively. Experimental results show that the FPS game induces more severe physical discomfort than its racing counterpart (\(p<0.0083\), with a Bonferroni correction to the p value). We also found that severeness of oculomotor symptoms can be predicted using two eye movements metrics: the amount of fixational eye movements and viewing duration at the center of the screen. Our study implies that one should pay particular attention to different types of self-motion in stereo 3D contents regardless of whether the user controls or solely watches the contents. Our study also suggests that physical discomfort can be reduced by decreasing the frequency of fixational eye movements while prolonging the duration of each fixation at the center of screen.

中文翻译:

立体声3D内容中任意和类似光流的运动期间的身体不适和眼睛运动

立体3D技术的用户通常会在立体3D内容曝光期间或之后报告身体不适。这种不适与任意和类似光流的自我运动的感觉有关。但是,没有关于与光流状运动相比任意运动是否引起更强的身体不适的信息。为了解决这个研究空白,我们使用眼动追踪和模拟疾病问卷调查了立体声3D内容的播放器和观众之间的身体不适。三十名参与者(\(N = 30 \))担任第一人称射击游戏(FPS)和赛车游戏的玩家和观众。第一人称射击和赛车游戏分别产生了任意的和类似于光流的自运动感。实验结果表明,FPS游戏比竞速游戏(\(p <0.0083 \)引起的更严重的身体不适,其中Bonferroni校正为p值)。我们还发现,动眼症状的严重程度可以使用两种眼动指标来预测:注视眼动的数量和在屏幕中心的观看时间。我们的研究表明,无论用户是控制还是单独观看内容,都应特别注意立体声3D内容中不同类型的自我运动。我们的研究还表明,通过减少注视眼动的频率,同时延长每次注视在屏幕中心的持续时间,可以减轻身体不适。
更新日期:2019-06-18
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