当前位置: X-MOL 学术Displays › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Limits of subjective and objective vection for ultra-high frame rate visual displays
Displays ( IF 4.3 ) Pub Date : 2020-09-01 , DOI: 10.1016/j.displa.2020.101961
Séamas Weech , Sophie Kenny , Claudia Martin Calderon , Michael Barnett-Cowan

Abstract Large-field optic flow generates the illusory percept of self-motion, termed ‘vection’. Smoother visual motion displays generate a more compelling subjective sense of vection and objective postural responses, as well as a greater sense of immersiveness for the user observing the visual display. Research suggests that the function linking frame rate and vection asymptotes at 60 frames per second (FPS), but previous studies have used only moderate frame rates that do not approach the limits of human perception. Here, we measure vection using subjective and objective (mean frequency and path length of postural centre-of-pressure (COP) excursions) responses following the presentation of high-contrast optic flow stimuli at slow and fast speeds and low and ultra-high frame rates. We achieve this using a novel rendering method implemented with a projector capable of sub-millisecond temporal resolution in order to simulate refresh rates ranging from very low (15 FPS) to ultra-high frame rates (480 FPS). The results suggest that subjective vection was experienced most strongly at 60 FPS. Below and above 60 FPS, subjective vection is generally weaker, shorter, and starts later, although this pattern varied slightly according to the speed of stimuli. For objective measures, while the frequency of postural sway was unaffected by frame rate, COP path length was greatest for 480 FPS stimuli. Together, our results support diminishing returns for vection above 60 FPS and provide insight into the use of high frame rate for enhancing the user experience in visual displays.

中文翻译:

超高帧率视觉显示的主客观向量限制

摘要 大视场光流会产生自运动的错觉,称为“vection”。更流畅的视觉运动显示会产生更引人注目的主观运动感和客观姿势反应,以及为用户观察视觉显示带来更大的沉浸感。研究表明,将帧速率和矢量渐近线联系起来的函数以每秒 60 帧 (FPS) 的速度进行,但之前的研究仅使用了不接近人类感知极限的中等帧速率。在这里,我们使用主观和客观(姿势压力中心 (COP) 偏移的平均频率和路径长度)响应在慢速和快速以及低和超高帧下呈现高对比度光流刺激后测量矢量率。我们使用具有亚毫秒时间分辨率的投影仪实现的新颖渲染方法来实现这一点,以模拟从非常低 (15 FPS) 到超高帧率 (480 FPS) 的刷新率。结果表明主观移动在 60 FPS 时体验最强烈。低于和高于 60 FPS,主观运动通常较弱、较短且开始较晚,尽管这种模式根据刺激的速度略有不同。对于客观测量,虽然姿势摇摆的频率不受帧速率的影响,但 480 FPS 刺激的 COP 路径长度最大。总之,我们的结果支持 60 FPS 以上的矢量的收益递减,并提供了对使用高帧率来增强视觉显示中的用户体验的深入了解。
更新日期:2020-09-01
down
wechat
bug