Leveraging change blindness for redirection in virtual environments

Evan A. Suma, Seth Clark, D. Krum, Samantha L. Finkelstein, M. Bolas, Z. Wartell
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引用次数: 168

Abstract

We present change blindness redirection, a novel technique for allowing the user to walk through an immersive virtual environment that is considerably larger than the available physical workspace. In contrast to previous redirection techniques, this approach, based on a dynamic environment model, does not introduce any visual-vestibular conflicts from manipulating the mapping between physical and virtual motions, nor does it require breaking presence to stop and explicitly reorient the user. We conducted two user studies to evaluate the effectiveness of the change blindness illusion when exploring a virtual environment that was an order of magnitude larger than the physical walking space. Despite the dynamically changing environment, participants were able to draw coherent sketch maps of the environment structure, and pointing task results indicated that they were able to maintain their spatial orientation within the virtual world. Only one out of 77 participants across both both studies definitively noticed that a scene change had occurred, suggesting that change blindness redirection provides a remarkably compelling illusion. Secondary findings revealed that a wide field-of-view increases pointing accuracy and that experienced gamers reported greater sense of presence than those with little or no experience with 3D video games.
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在虚拟环境中利用更改盲性进行重定向
我们提出了变化盲重定向,这是一种新颖的技术,允许用户在一个比可用的物理工作空间大得多的沉浸式虚拟环境中行走。与以前的重定向技术相比,这种基于动态环境模型的方法不会因为操纵物理和虚拟运动之间的映射而引入任何视觉前庭冲突,也不需要打破存在来停止并显式地重新定向用户。我们进行了两项用户研究,以评估在探索比物理步行空间大一个数量级的虚拟环境时变化盲视错觉的有效性。尽管环境是动态变化的,但参与者能够绘制出连贯的环境结构草图,并且指向任务结果表明他们能够在虚拟世界中保持他们的空间方向。在两项研究中,77名参与者中只有一人明确地注意到场景发生了变化,这表明变化盲视重定向提供了一种非常引人注目的错觉。第二项研究发现,广阔的视野可以提高指向的准确性,有经验的玩家比没有或很少有3D游戏经验的玩家更有存在感。
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