An Evaluation of Screen Parallax, Haptic Feedback, and Sensory-Motor Mismatch on Near-Field Perception-Action Coordination in VR

IF 1.9 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING ACM Transactions on Applied Perception Pub Date : 2021-10-31 DOI:10.1145/3486583
David Brickler, Sabarish V. Babu
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Abstract

Virtual reality ( VR ) displays have factors such as vergence-accommodation conflicts that negatively impact depth perception and cause users to misjudge distances to select objects. In addition, popular large-screen immersive displays present the depth of any target rendered through screen parallax information of points, which are encapsulated within stereoscopic voxels that are a distinct unit of space dictating how far an object is placed in front of or behind the screen. As they emanate from the viewers’ eyes (left and right center of projection), the density of voxels is higher in front of the screen (in regions of negative screen parallax) than it is behind the screen (in regions of positive screen parallax), implying a higher spatial resolution of depth in front of the screen than behind the screen. Our experiment implements a near-field fine-motor pick-and-place task in which users pick up a ring and place it around a targeted peg. The targets are arranged in a linear configuration of 3, 5, and 7 pegs along the front-and-back axis with the center peg placed in the same depth as the screen. We use this to evaluate how users manipulate objects in positive versus negative screen parallax space by the metrics of efficiency, accuracy, and economy of movement. In addition, we evaluate how users’ performance is moderated by haptic feedback and mismatch between visual and proprioceptive information. Our results reveal that users perform more efficiently in negative screen parallax space and that haptic feedback and visuo-proprioceptive mismatch have effects on placement efficiency. The implications of these findings are described in the later sections of the article.
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屏幕视差、触觉反馈和感觉-运动失配对VR近场感知-动作协调的影响
虚拟现实(VR)显示器具有诸如收敛调节冲突等因素,这些因素会对深度感知产生负面影响,并导致用户在选择对象时误判距离。此外,流行的大屏幕沉浸式显示器通过屏幕视差信息呈现任何目标的深度,这些点被封装在立体体素中,立体体素是一个独特的空间单位,决定了物体在屏幕前面或后面的距离。当它们从观看者的眼睛(投影的左中心和右中心)发出时,体素密度在屏幕前(屏幕负视差区域)比在屏幕后(屏幕正视差区域)高,这意味着屏幕前的深度空间分辨率比屏幕后高。我们的实验实现了一个近场精细运动拾取和放置任务,在这个任务中,用户拿起一个戒指,把它放在一个目标钉子周围。目标沿前后轴以3、5和7个钉的线性配置排列,中心钉与屏幕放置在相同的深度。我们用它来评估用户如何在正负视差空间中通过效率、准确性和移动经济性的指标来操纵物体。此外,我们还评估了触觉反馈以及视觉和本体感觉信息之间的不匹配如何调节用户的表现。我们的研究结果表明,用户在负视差空间下的放置效率更高,并且触觉反馈和视觉本体感觉失配对放置效率有影响。本文后面的部分将描述这些发现的含义。
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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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