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Comparison of gaze accuracy and precision in real-world and virtual reality
Virtual Reality ( IF 4.4 ) Pub Date : 2020-06-03 , DOI: 10.1007/s10055-020-00449-3
Stefan Pastel , Chien-Hsi Chen , Luca Martin , Mats Naujoks , Katharina Petri , Kerstin Witte

Virtual reality (VR) is popular across many fields and is increasingly used in sports as a training tool. The reason, therefore, is recently improved display technologies, more powerful computation capacity, and lower costs of head-mounted displays for VR. As in the real-world (R), visual effects are the most important stimulus provided by VR. However, it has not been demonstrated whether the gaze behavior would achieve the same level in VR as in R. This information will be important for the development of applications or software in VR. Therefore, several tasks were designed to analyze the gaze accuracy and gaze precision using eye-tracking devices in R and VR. 21 participants conducted three eye-movement tasks in sequence: gaze at static targets, tracking a moving target, and gaze at targets at different distances. To analyze the data, an averaged distance with root mean square was calculated between the coordinates of each target and the recorded gaze points for each task. In gaze accuracy, the results showed no significant differences between R and VR in gaze at static targets (1 m distance, p > 0.05) and small significant differences at targets placed at different distances (p < 0.05), as well as large differences in tracking the moving target (p < 0.05). The precision in VR is significantly worse compared to R in all tasks with static gaze targets (p < 0.05). On the whole, this study gives a first insight into comparing foveal vision, especially gaze accuracy and precision between R and VR, and can, therefore, serve as a reference for the development of VR applications in the future.



中文翻译:

现实世界和虚拟现实中凝视准确性和准确性的比较

虚拟现实(VR)在许多领域都很流行,并且越来越多地在体育中用作训练工具。因此,其原因是最近改进的显示技术,更强大的计算能力以及用于VR的头戴式显示器的较低成本。与现实世界(R)一样,视觉效果是VR提供的最重要的刺激。但是,尚未证明注视行为在VR中是否会达到与R中相同的水平。此信息对于VR中的应用程序或软件的开发非常重要。因此,设计了一些任务来使用R和VR中的眼动追踪设备分析注视精度和注视精度。21位参与者依次执行了三项眼动任务:凝视静态目标,跟踪运动目标以及凝视不同距离的目标。要分析数据,计算每个目标的坐标与每个任务记录的凝视点之间的均方根平均距离。在注视准确度方面,结果表明R和VR在静态目标(1 m距离,p  > 0.05)和放置在不同距离的目标上的小显着差异(p  <0.05),以及跟踪移动目标的大差异(p  <0.05)。在所有具有静态凝视目标的任务中,与R相比,VR的精度明显差(p  <0.05)。总体而言,本研究为比较中央凹视觉提供了初步见解,尤其是R和VR之间的凝视精度和精确度,因此可以为将来VR应用程序的开发提供参考。

更新日期:2020-06-03
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