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Eyes-free Target Acquisition During Walking in Immersive Mixed Reality.
IEEE Transactions on Visualization and Computer Graphics ( IF 4.7 ) Pub Date : 2020-09-17 , DOI: 10.1109/tvcg.2020.3023570
Qiushi Zhou , Difeng Yu , Martin N Reinoso , Joshua Newn , Jorge Goncalves , Eduardo Velloso

Reaching towards out-of-sight objects during walking is a common task in daily life, however the same task can be challenging when wearing immersive Head-Mounted Displays (HMD). In this paper, we investigate the effects of spatial reference frame, walking path curvature, and target placement relative to the body on user performance of manually acquiring out-of-sight targets located around their bodies, as they walk in a spatial-mapping Mixed Reality (MR) environment wearing an immersive HMD. We found that walking and increased path curvature negatively affected the overall spatial accuracy of the performance, and that the performance benefited more from using the torso as the reference frame than the head. We also found that targets placed at maximum reaching distance yielded less error in angular rotation and depth of the reaching arm. We discuss our findings with regard to human walking kinesthetics and the sensory integration in the peripersonal space during locomotion in immersive MR. We provide design guidelines for future immersive MR experience featuring spatial mapping and full-body motion tracking to provide better embodied experience.

中文翻译:

在沉浸式混合现实中行走时无需眼睛就能获得目标。

步行过程中,将手伸向视力不佳的物体是日常生活中的常见任务,但是,在佩戴沉浸式头戴式显示器(HMD)时,同样的任务可能会充满挑战。在本文中,我们研究了空间参照系,步行路径曲率以及相对于身体的目标放置对手动获取位于其身体周围的视力不佳目标(在空间映射混合中行走)的用户性能的影响身临其境的HMD的真实(MR)环境。我们发现步行和增加的路径曲率会对表演的整体空间准确性产生负面影响,并且通过将躯干用作参考框架而不是头部,使表演受益更多。我们还发现,放置在最大到达距离处的目标在角度旋转和到达臂深度方面产生的误差较小。我们讨论有关浸入式MR运动过程中人的步行运动感觉和人际空间中的感觉统合的发现。我们为未来的沉浸式MR体验提供设计指南,这些体验具有空间映射和全身运动跟踪功能,以提供更好的体现体验。
更新日期:2020-11-13
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