A systematic performance comparison of two Smooth Pursuit detection algorithms in Virtual Reality depending on target number, distance, and movement patterns.

IF 1.3 4区 心理学 Q3 OPHTHALMOLOGY Journal of Eye Movement Research Pub Date : 2023-05-29 eCollection Date: 2022-01-01 DOI:10.16910/jemr.15.3.9
Sarah-Christin Freytag, Roland Zechner, Michelle Kamps
{"title":"A systematic performance comparison of two Smooth Pursuit detection algorithms in Virtual Reality depending on target number, distance, and movement patterns.","authors":"Sarah-Christin Freytag, Roland Zechner, Michelle Kamps","doi":"10.16910/jemr.15.3.9","DOIUrl":null,"url":null,"abstract":"<p><p>We compared the performance of two smooth-pursuit-based object selection algorithms in Virtual Reality (VR). To assess the best algorithm for a range of configurations, we systematically varied the number of targets to choose from, their distance, and their movement pattern (linear and circular). Performance was operationalized as the ratio of hits, misses and non-detections. Averaged over all distances, the correlation-based algorithm performed better for circular movement patterns compared to linear ones (F(1,11) = 24.27, p < .001, η² = .29). This was not found for the difference-based algorithm (F(1,11) = 0.98, p = .344, η² = .01). Both algorithms performed better in close distances compared to larger ones (F(1,11) = 190.77, p < .001, η² = .75 correlation-based, and F(1,11) = 148.20, p < .001, η² = .42, difference-based). An interaction effect for distance x movement emerged. After systematically varying the number of targets, these results could be replicated, with a slightly smaller effect. Based on performance levels, we introduce the concept of an optimal threshold algorithm, suggesting the best detection algorithm for the individual target configuration. Learnings of adding the third dimension to the detection algorithms and the role of distractors are discussed and suggestions for future research added.</p>","PeriodicalId":15813,"journal":{"name":"Journal of Eye Movement Research","volume":null,"pages":null},"PeriodicalIF":1.3000,"publicationDate":"2023-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11321744/pdf/","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Eye Movement Research","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.16910/jemr.15.3.9","RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2022/1/1 0:00:00","PubModel":"eCollection","JCR":"Q3","JCRName":"OPHTHALMOLOGY","Score":null,"Total":0}
引用次数: 0

Abstract

We compared the performance of two smooth-pursuit-based object selection algorithms in Virtual Reality (VR). To assess the best algorithm for a range of configurations, we systematically varied the number of targets to choose from, their distance, and their movement pattern (linear and circular). Performance was operationalized as the ratio of hits, misses and non-detections. Averaged over all distances, the correlation-based algorithm performed better for circular movement patterns compared to linear ones (F(1,11) = 24.27, p < .001, η² = .29). This was not found for the difference-based algorithm (F(1,11) = 0.98, p = .344, η² = .01). Both algorithms performed better in close distances compared to larger ones (F(1,11) = 190.77, p < .001, η² = .75 correlation-based, and F(1,11) = 148.20, p < .001, η² = .42, difference-based). An interaction effect for distance x movement emerged. After systematically varying the number of targets, these results could be replicated, with a slightly smaller effect. Based on performance levels, we introduce the concept of an optimal threshold algorithm, suggesting the best detection algorithm for the individual target configuration. Learnings of adding the third dimension to the detection algorithms and the role of distractors are discussed and suggestions for future research added.

查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
基于目标数量、距离和运动模式的两种平滑追踪检测算法在虚拟现实中的系统性能比较
比较了虚拟现实(VR)中两种基于平滑追踪的目标选择算法的性能。为了评估一系列配置的最佳算法,我们系统地改变了可供选择的目标数量、距离和运动模式(线性和圆形)。性能被操作化为命中、未命中和未检测的比率。在所有距离上平均,基于相关性的算法对圆形运动模式的表现优于线性运动模式(F(1,11) = 24.27, p < 0.001, η²= 0.29)。基于差分的算法没有发现这一点(F(1,11) = 0.98, p = .344, η²= .01)。两种算法在近距离上的表现都优于大型算法(F(1,11) = 190.77, p < 0.001, η²= 0.75,基于相关性,F(1,11) = 148.20, p < 0.001, η²= 0.42,基于差异)。出现了距离x移动的相互作用效应。在系统地改变目标的数量之后,这些结果可以被复制,效果稍微小一些。基于性能水平,我们引入了最优阈值算法的概念,提出了针对单个目标配置的最佳检测算法。讨论了在检测算法中加入第三维度的经验和干扰因素的作用,并对未来的研究提出了建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
CiteScore
2.90
自引率
33.30%
发文量
10
审稿时长
10 weeks
期刊介绍: The Journal of Eye Movement Research is an open-access, peer-reviewed scientific periodical devoted to all aspects of oculomotor functioning including methodology of eye recording, neurophysiological and cognitive models, attention, reading, as well as applications in neurology, ergonomy, media research and other areas,
期刊最新文献
The level of skills involved in an observation-based gait analysis. Persistence of primitive reflexes associated with asymmetries in fixation and ocular motility values. Influence of complexity and Gestalt principles on aesthetic preferences for building façades: An eye tracking study Classification framework to identify similar visual scan paths using multiple similarity metrics Gender selection dilemma in FMCG advertising: Insights from eye-tracking research
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1