Perceptual Guidelines for Optimizing Field of View in Stereoscopic Augmented Reality Displays

IF 1.9 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING ACM Transactions on Applied Perception Pub Date : 2022-08-05 DOI:10.1145/3554921
Minqi Wang, Emily A. Cooper
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引用次数: 2

Abstract

Near-eye display systems for augmented reality (AR) aim to seamlessly merge virtual content with the user’s view of the real-world. A substantial limitation of current systems is that they only present virtual content over a limited portion of the user’s natural field of view (FOV). This limitation reduces the immersion and utility of these systems. Thus, it is essential to quantify FOV coverage in AR systems and understand how to maximize it. It is straightforward to determine the FOV coverage for monocular AR systems based on the system architecture. However, stereoscopic AR systems that present 3D virtual content create a more complicated scenario because the two eyes’ views do not always completely overlap. The introduction of partial binocular overlap in stereoscopic systems can potentially expand the perceived horizontal FOV coverage, but it can also introduce perceptual nonuniformity artifacts. In this arrticle, we first review the principles of binocular FOV overlap for natural vision and for stereoscopic display systems. We report the results of a set of perceptual studies that examine how different amounts and types of horizontal binocular overlap in stereoscopic AR systems influence the perception of nonuniformity across the FOV. We then describe how to quantify the horizontal FOV in stereoscopic AR when taking 3D content into account. We show that all stereoscopic AR systems result in a variable horizontal FOV coverage and variable amounts of binocular overlap depending on fixation distance. Taken together, these results provide a framework for optimizing perceived FOV coverage and minimizing perceptual artifacts in stereoscopic AR systems for different use cases.
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优化立体增强现实显示器视野的感知指南
增强现实(AR)的近眼显示系统旨在将虚拟内容与用户对现实世界的看法无缝地融合在一起。当前系统的一个重大限制是,它们只在用户自然视野(FOV)的有限部分上呈现虚拟内容。这种限制降低了这些系统的沉浸感和实用性。因此,量化AR系统中的视场覆盖范围并了解如何最大化它是至关重要的。基于系统架构,确定单目AR系统的视场覆盖范围比较简单。然而,呈现3D虚拟内容的立体增强现实系统创造了一个更复杂的场景,因为两只眼睛的视图并不总是完全重叠。在立体系统中引入部分双目重叠可以潜在地扩大感知水平视场的覆盖范围,但它也可以引入感知不均匀性伪影。在本文中,我们首先回顾了自然视觉和立体显示系统的双目视场重叠原理。我们报告了一组感知研究的结果,这些研究检查了立体AR系统中不同数量和类型的水平双目重叠如何影响整个视场不均匀性的感知。然后,我们描述了在考虑3D内容时如何量化立体AR中的水平视场。我们表明,所有的立体AR系统都会导致不同的水平视场覆盖和不同数量的双眼重叠,这取决于固定距离。综上所述,这些结果为优化不同用例的立体AR系统中的感知视场覆盖和最小化感知伪影提供了一个框架。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
ACM Transactions on Applied Perception
ACM Transactions on Applied Perception 工程技术-计算机:软件工程
CiteScore
3.70
自引率
0.00%
发文量
22
审稿时长
12 months
期刊介绍: ACM Transactions on Applied Perception (TAP) aims to strengthen the synergy between computer science and psychology/perception by publishing top quality papers that help to unify research in these fields. The journal publishes inter-disciplinary research of significant and lasting value in any topic area that spans both Computer Science and Perceptual Psychology. All papers must incorporate both perceptual and computer science components.
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