{"title":"Dynamic eye convergence for head-mounted displays improves user performance in virtual environments","authors":"A. Sherstyuk, Arindam Dey, C. Sandor, A. State","doi":"10.1145/2159616.2159620","DOIUrl":null,"url":null,"abstract":"In Virtual Environments (VE), users are often facing tasks that involve direct manipulation of virtual objects at close distances, such as touching, grabbing, placement. In immersive systems that employ head-mounted displays these tasks could be quite challenging, due to lack of convergence of virtual cameras.\n We present a mechanism that dynamically converges left and right cameras on target objects in VE. This mechanism simulates the natural process that takes place in real life automatically. As a result, the rendering system maintains optimal conditions for stereoscopic viewing of target objects at varying depths, in real time.\n Building on our previous work, which introduced the eye convergence algorithm [Sherstyuk and State 2010], we developed a Virtual Reality (VR) system and conducted an experimental study on effects of eye convergence in immersive VE. This paper gives the full description of the system, the study design and a detailed analysis of the results obtained.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"139 1","pages":"23-30"},"PeriodicalIF":0.0000,"publicationDate":"2012-03-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"12","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2159616.2159620","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 12
Abstract
In Virtual Environments (VE), users are often facing tasks that involve direct manipulation of virtual objects at close distances, such as touching, grabbing, placement. In immersive systems that employ head-mounted displays these tasks could be quite challenging, due to lack of convergence of virtual cameras.
We present a mechanism that dynamically converges left and right cameras on target objects in VE. This mechanism simulates the natural process that takes place in real life automatically. As a result, the rendering system maintains optimal conditions for stereoscopic viewing of target objects at varying depths, in real time.
Building on our previous work, which introduced the eye convergence algorithm [Sherstyuk and State 2010], we developed a Virtual Reality (VR) system and conducted an experimental study on effects of eye convergence in immersive VE. This paper gives the full description of the system, the study design and a detailed analysis of the results obtained.
在虚拟环境(VE)中,用户经常面临涉及近距离直接操作虚拟对象的任务,例如触摸、抓取、放置。在采用头戴式显示器的沉浸式系统中,由于缺乏虚拟摄像头的汇聚,这些任务可能相当具有挑战性。提出了一种VE中左右相机在目标物体上的动态收敛机制。这种机制自动模拟了现实生活中发生的自然过程。因此,渲染系统在不同深度实时保持目标物体的立体观察的最佳条件。在我们之前的工作基础上(该工作介绍了眼睛会聚算法[Sherstyuk and State 2010]),我们开发了一个虚拟现实(VR)系统,并对沉浸式VE中眼睛会聚的影响进行了实验研究。本文对系统进行了全面的描述、研究设计并对所获得的结果进行了详细的分析。