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Commercial virtual reality displays: Issues of performance and simulator sickness from exocentric depth-perception tasks
Displays ( IF 3.7 ) Pub Date : 2021-10-13 , DOI: 10.1016/j.displa.2021.102095
Jonathan Hurter 1 , Crystal Maraj 1 , Sean Murphy 1
Affiliation  

Issues in both depth-perception performance and simulator-sickness effects may hinder future applications of virtual reality. Applications for depth perception are varied, including military, sports, and architecture domains. The purpose of this study is to compare different commercial-off-the-shelf head-mounted displays and their content, through depth-perception tasks. We also investigate simulator sickness profiles to promote further risk mitigation in such displays. Specifically, the HTC Vive and Oculus Rift Consumer Version 1 were examined in between-groups and within-groups designs, with both head-mounted displays supplying the same exocentric depth-perception tasks across three virtual environments of increasing ecological complexity. Depth-perception performance was measured objectively and simulator sickness was measured subjectively via questionnaire. Results, analyzed using non-parametric statistics, indicated significant differences for performance and simulator sickness, for both between- and within-groups studies. Although distance changes were detected equally between displays, a tradeoff occurred where the Vive had better distance classification, but the Rift had shorter time duration. Hardware issues are considered for performance differences. For post-test simulator sickness, Vive and Rift only differed in terms of fatigue, an oculomotor-based issue with probable user-avoidance strategies; the difference may relate to latency. Performance within Rift and Vive only partially showed a benefit for high-realism scenarios, yet both displays provide distinct scenario-change baselines for personnel selection. Simulator sickness for both devices showed Oculomotor subscale increases in pre-to-post test questionnaire scores, with the Vive having an additional increase in Total scores. The latter Oculomotor increase may be driven by blur. In respect to the observations, multiple factors exist for selection, including performance and simulator sickness tradeoffs.



中文翻译:

商业虚拟现实显示器:外中心深度感知任务的性能问题和模拟器病

深度感知性能和模拟器疾病效应方面的问题可能会阻碍虚拟现实的未来应用。深度感知的应用多种多样,包括军事、体育和建筑领域。本研究的目的是通过深度感知任务比较不同的商用现成头戴式显示器及其内容。我们还调查了模拟器疾病概况,以促进在此类显示器中进一步降低风险。具体而言,HTC Vive 和 Oculus Rift 消费者版本 1 在组间和组内设计中进行了检查,两种头戴式显示器在生态复杂性日益增加的三个虚拟环境中提供相同的外中心深度感知任务。深度知觉表现是客观测量的,模拟器病是通过问卷主观测量的。使用非参数统计分析的结果表明,对于组间和组内研究,性能和模拟器疾病存在显着差异。尽管在显示器之间检测到的距离变化相等,但在 Vive 的距离分类更好,但 Rift 的持续时间更短的情况下发生了折衷。硬件问题被视为性能差异。对于测试后的模拟器疾病,Vive 和 Rift 仅在疲劳方面有所不同,这是一个基于眼球运动的问题,可能有用户回避策略;差异可能与延迟有关。Rift 和 Vive 中的性能仅部分显示出对高真实度场景的好处,然而,两种显示都为人员选择提供了不同的场景变化基线。两种设备的模拟器疾病都显示出动眼神经分量表在测试前后的问卷分数上有所增加,而 Vive 的总分有额外的增加。后者的动眼神经增加可能是由模糊驱动的。关于观察结果,存在多种选择因素,包括性能和模拟器疾病的权衡。

更新日期:2021-10-20
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