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Sensorimotor adaptation in virtual reality: Do instructions and body representation influence aftereffects? 虚拟现实中的感觉运动适应:指令和身体表征会影响后效吗?
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-22 DOI: 10.1007/s10055-024-00957-6
Svetlana Wähnert, Ulrike Schäfer

Perturbations in virtual reality (VR) lead to sensorimotor adaptation during exposure, but also to aftereffects once the perturbation is no longer present. An experiment was conducted to investigate the impact of different task instructions and body representation on the magnitude and the persistence of these aftereffects. Participants completed the paradigm of sensorimotor adaptation in VR. They were assigned to one of three groups: control group, misinformation group or arrow group. The misinformation group and the arrow group were each compared to the control group to examine the effects of instruction and body representation. The misinformation group was given the incorrect instruction that in addition to the perturbation, a random error component was also built into the movement. The arrow group was presented a virtual arrow instead of a virtual hand. It was hypothesised that both would lead to a lower magnitude and persistence of the aftereffect because the object identity between hand and virtual representation would be reduced, and errors would be more strongly attributed to external causes. Misinformation led to lower persistence, while the arrow group showed no significant differences compared to the control group. The results suggest that information about the accuracy of the VR system can influence the aftereffects, which should be considered when developing VR instructions. No effects of body representation were found. One possible explanation is that the manipulated difference between abstract and realistic body representation was too small in terms of object identity.

虚拟现实(VR)中的扰动会导致接触过程中的感觉运动适应,但一旦扰动不再存在,也会产生后遗效应。我们进行了一项实验,研究不同的任务指令和身体表征对这些后遗效应的程度和持续性的影响。参与者在 VR 中完成了传感器运动适应范例。他们被分配到三组中的一组:对照组、错误信息组或箭头组。错误信息组和箭头组分别与对照组进行比较,以考察指令和身体表征的效果。错误信息组得到的是错误指令,除了扰动外,还在动作中加入了随机误差成分。箭头组得到的是虚拟箭头而不是虚拟手。假设这两种情况都会导致后效的程度和持续性降低,因为手和虚拟表征之间的物体识别性会降低,错误会更多地归因于外部原因。错误信息导致了较低的持续性,而箭头组与对照组相比没有显著差异。结果表明,有关 VR 系统准确性的信息会影响后效,在制定 VR 指令时应考虑到这一点。没有发现身体表征的影响。一种可能的解释是,就物体识别而言,抽象和真实的身体表征之间的操作差异太小。
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引用次数: 0
A real-time wearable AR system for egocentric vision on the edge 用于边缘自我中心视觉的实时可穿戴 AR 系统
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-19 DOI: 10.1007/s10055-023-00937-2
Iason Karakostas, Aikaterini Valakou, Despoina Gavgiotaki, Zinovia Stefanidi, Ioannis Pastaltzidis, Grigorios Tsipouridis, Nikolaos Kilis, Konstantinos C. Apostolakis, Stavroula Ntoa, Nikolaos Dimitriou, George Margetis, Dimitrios Tzovaras

Real-time performance is critical for Augmented Reality (AR) systems as it directly affects responsiveness and enables the timely rendering of virtual content superimposed on real scenes. In this context, we present the DARLENE wearable AR system, analysing its specifications, overall architecture and core algorithmic components. DARLENE comprises AR glasses and a wearable computing node responsible for several time-critical computation tasks. These include computer vision modules developed for the real-time analysis of dynamic scenes supporting functionalities for instance segmentation, tracking and pose estimation. To meet real-time requirements in limited resources, concrete algorithmic adaptations and design choices are introduced. The proposed system further supports real-time video streaming and interconnection with external IoT nodes. To improve user experience, a novel approach is proposed for the adaptive rendering of AR content by considering the user’s stress level, the context of use and the environmental conditions for adjusting the level of presented information towards enhancing their situational awareness. Through extensive experiments, we evaluate the performance of individual components and end-to-end pipelines. As the proposed system targets time-critical security applications where it can be used to enhance police officers’ situational awareness, further experimental results involving end users are reported with respect to overall user experience, workload and evaluation of situational awareness.

实时性能对增强现实(AR)系统至关重要,因为它直接影响响应速度,并能及时渲染叠加在真实场景上的虚拟内容。在此背景下,我们介绍了 DARLENE 可穿戴 AR 系统,分析了其规格、整体架构和核心算法组件。DARLENE 由 AR 眼镜和一个可穿戴计算节点组成,该节点负责多项时间关键型计算任务。其中包括为实时分析动态场景而开发的计算机视觉模块,支持分割、跟踪和姿态估计等功能。为了在有限的资源条件下满足实时要求,引入了具体的算法调整和设计选择。拟议系统还支持实时视频流以及与外部物联网节点的互联。为了改善用户体验,我们提出了一种自适应 AR 内容渲染的新方法,该方法考虑了用户的压力水平、使用环境和环境条件,以调整所呈现信息的水平,从而提高用户的态势感知能力。通过大量实验,我们评估了各个组件和端到端管道的性能。由于所提议的系统以时间紧迫的安全应用为目标,可用于增强警务人员的态势感知能力,因此报告了涉及最终用户的进一步实验结果,包括整体用户体验、工作量和态势感知能力评估。
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引用次数: 0
Reaching interactions in virtual reality: the effect of movement direction, hand dominance, and hemispace on the kinematic properties of inward and outward reaches 虚拟现实中的伸手互动:运动方向、手部优势和半球对内向和外向伸手运动特性的影响
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-14 DOI: 10.1007/s10055-023-00930-9
Logan Clark, Mohamad El Iskandarani, Sara Riggs

Recent literature has revealed that when users reach to select objects in VR, they can adapt how they move (i.e., the kinematic properties of their reaches) depending on the: (1) direction they move, (2) hand they use, and (3) side of the body where the movement occurs. In the present work, we took a more detailed look at how kinematic properties of reaching movements performed in VR change as a function of movement direction for reaches performed on each side of the body using each hand. We focused on reaches in 12 different directions that either involved moving inward (toward the body midline) or outward (away from the body midline). Twenty users reached in each direction on both left and right sides of their body, using both their dominant and non-dominant hands. The results provided a fine-grained account of how kinematic properties of virtual hand reaches change as a function of movement direction when users reach on either side of their body using either hand. The findings provide practitioners insights on how to interpret the kinematic properties of reaching behaviors in VR, which has applicability in emerging contexts that include detecting VR usability issues and using VR for stroke rehabilitation.

最近的文献显示,当用户在 VR 中伸手选择物体时,他们可以根据以下情况调整自己的移动方式(即伸手的运动学特性):(1) 移动方向;(2) 使用的手掌;(3) 发生移动的身体一侧:(1) 移动的方向,(2) 使用的手,以及 (3) 移动发生的身体侧面。在本研究中,我们更详细地研究了在 VR 中进行的伸手动作的运动特性是如何随着使用每只手在身体两侧进行的伸手动作的运动方向而变化的。我们重点研究了 12 个不同方向的伸手动作,这些动作要么涉及向内(向身体中线方向)移动,要么涉及向外(远离身体中线方向)移动。20 名用户分别使用惯用手和非惯用手向身体左右两侧的每个方向伸手。研究结果详细说明了当用户使用任何一只手向身体两侧伸手时,虚拟手伸手的运动学特性如何随运动方向而变化。研究结果为从业人员提供了如何解释 VR 中伸手行为的运动学特性的见解,适用于检测 VR 可用性问题和将 VR 用于中风康复等新兴环境。
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引用次数: 0
A collaborative AR application for education: from architecture design to user evaluation 用于教育的协作式 AR 应用程序:从架构设计到用户评估
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-13 DOI: 10.1007/s10055-024-00952-x
Stefano Masneri, Ana Domínguez, Guillermo Pacho, Mikel Zorrilla, Mikel Larrañaga, Ana Arruarte

Augmented reality applications can be used in an educational context to facilitate learning. In particular, augmented reality has been successfully used as a tool to boost students’ engagement and to improve their understanding of complex topics. Despite this, augmented reality usage is still not common in schools and it still offers mostly individual experiences, lacking collaboration capabilities which are of paramount importance in a learning environment. This work presents an application called ARoundTheWorld, a multiplatform augmented reality application for education. It is based on a software architecture, designed with the help of secondary school teachers, that provides interoperability, multi-user support, integration with learning management systems and data analytics capabilities, thus simplifying the development of collaborative augmented reality learning experiences. The application has been tested by 44 students and 3 teachers from 3 different educational institutions to evaluate the usability as well as the impact of collaboration functionalities in the students’ engagement. Qualitative and quantitative results show that the application fulfils all the design objectives identified by teachers as key elements for augmented reality educational applications. Furthermore, the application was positively evaluated by the students and it succeeded in promoting collaborative behaviour. These results show that ARoundTheWorld, and other applications built using the same architecture, could be easily developed and successfully integrated into existing schools curricula.

增强现实应用程序可用于教育环境,以促进学习。特别是,增强现实已被成功地用作一种工具,以提高学生的参与度,加深他们对复杂主题的理解。尽管如此,增强现实技术在学校中的应用仍不普遍,它提供的主要是个人体验,缺乏协作能力,而协作能力在学习环境中至关重要。本作品介绍了一款名为 ARoundTheWorld 的应用程序,它是一款多平台增强现实教育应用程序。它基于一个在中学教师帮助下设计的软件架构,提供互操作性、多用户支持、与学习管理系统的集成以及数据分析功能,从而简化了协作式增强现实学习体验的开发。来自 3 个不同教育机构的 44 名学生和 3 名教师对该应用程序进行了测试,以评估其可用性以及协作功能对学生参与的影响。定性和定量结果表明,该应用程序满足了教师所确定的作为增强现实教育应用程序关键要素的所有设计目标。此外,该应用程序还得到了学生的积极评价,并成功地促进了协作行为。这些结果表明,"ARoundTheWorld "以及使用相同架构开发的其他应用程序可以很容易地开发出来,并成功地整合到现有的学校课程中。
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引用次数: 0
A virtual reality data visualization tool for dimensionality reduction methods 用于降维方法的虚拟现实数据可视化工具
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-12 DOI: 10.1007/s10055-024-00939-8
Juan C. Morales-Vega, Laura Raya, Manuel Rubio-Sánchez, Alberto Sanchez

In this paper, we present a virtual reality interactive tool for generating and manipulating visualizations for high-dimensional data in a natural and intuitive stereoscopic way. Our tool offers support for a diverse range of dimensionality reduction (DR) algorithms, enabling the transformation of complex data into insightful 2D or 3D representations within an immersive VR environment. The tool also allows users to include annotations with a virtual pen using hand tracking, to assign class labels to the data observations, and to perform simultaneous visualization with other users within the 3D environment to facilitate collaboration.

在本文中,我们介绍了一种虚拟现实交互工具,用于以自然、直观的立体方式生成和操作高维数据可视化。我们的工具支持多种降维(DR)算法,能够在身临其境的虚拟现实环境中将复杂的数据转换为富有洞察力的二维或三维表示。该工具还允许用户使用虚拟笔通过手部追踪进行注释,为数据观测结果分配类别标签,并在三维环境中与其他用户同步进行可视化,以促进协作。
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引用次数: 0
HoloGCS: mixed reality-based ground control station for unmanned aerial vehicle HoloGCS:基于混合现实技术的无人飞行器地面控制站
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-09 DOI: 10.1007/s10055-023-00914-9

Abstract

Human–robot interaction (HRI), which studies the interaction between robots and humans, appears as a promising research idea for the future of smart factories. In this study, HoloLens as ground control station (HoloGCS) is implemented, and its performance is discussed. HoloGCS is a mixed reality-based system for controlling and monitoring unmanned aerial vehicles (UAV). The system incorporates HRI through speech commands and video streaming, enabling UAV teleoperation. HoloGCS provides a user interface that allows operators to monitor and control the UAV easily. To demonstrate the feasibility of the proposed systems, a user case study (user testing and SUS-based questionnaire) was performed to gather qualitative results. In addition, throughput, RTT, latency, and speech accuracy were also gathered and analyzed to evaluate quantitative results.

摘要 人机交互(HRI)研究机器人与人类之间的互动,是未来智能工厂的一个有前途的研究思路。本研究将 HoloLens 用作地面控制站(HoloGCS),并对其性能进行了讨论。HoloGCS 是一个基于混合现实的系统,用于控制和监测无人驾驶飞行器(UAV)。该系统通过语音命令和视频流结合了人机交互技术,实现了无人机远程操作。HoloGCS 提供的用户界面可让操作员轻松监控无人飞行器。为证明拟议系统的可行性,进行了一项用户案例研究(用户测试和基于 SUS 的问卷调查),以收集定性结果。此外,还收集并分析了吞吐量、RTT、延迟和语音准确性,以评估定量结果。
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引用次数: 0
A mixed reality application for total hip arthroplasty 用于全髋关节置换术的混合现实应用程序
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-09 DOI: 10.1007/s10055-024-00938-9
M.-Carmen Juan, Cora Hidaldo, Damian Mifsut

Total hip arthroplasty (or total hip replacement) is the current surgical solution for the treatment of advanced coxarthrosis, with the objective of providing mobility and pain relief to patients. For this purpose, surgery can be planned using preoperative images acquired from the patient and navigation systems can also be used during the intervention. Robots have also been used to assist in interventions. In this work, we propose a new mixed reality application for total hip arthroplasty. The surgeon only has to wear HoloLens 2. The application does not require acquiring preoperative or intraoperative images of the patient and uses hand interaction. Interaction is natural and intuitive. The application helps the surgeon place a virtual acetabular cup onto the patient's acetabulum as well as define its diameter. Similarly, a guide for drilling and implant placement is defined, establishing the abduction and anteversion angles. The surgeon has a direct view of the operating field at all times. For validation, the values of the abduction and anteversion angles offered by the application in 20 acetabular cup placements have been compared with real values (ground-truth). From the results, the mean (standard deviation) is 0.375 (0.483) degrees for the error in the anteversion angle and 0.1 (0.308) degrees for the abduction angle, with maximum discrepancies of 1 degree. A study was also carried out on a cadaver, in which a surgeon verified that the application is suitable to be transferred to routine clinical practice, helping in the guidance process for the implantation of a total hip prosthesis.

全髋关节置换术(或称全髋关节置换术)是目前治疗晚期髋关节病的手术方案,目的是为患者提供活动能力并缓解疼痛。为此,可利用从患者身上获取的术前图像规划手术,还可在干预过程中使用导航系统。机器人也被用于辅助干预。在这项工作中,我们为全髋关节置换术提出了一种新的混合现实应用。外科医生只需佩戴 HoloLens 2。该应用不需要获取患者的术前或术中图像,并使用手部交互。交互自然而直观。该应用程序可帮助外科医生将虚拟髋臼杯放到患者的髋臼上,并确定其直径。同样,还可定义钻孔和植入物放置指南,确定外展和内翻角度。外科医生在任何时候都能直接看到手术区域。为了进行验证,我们将该应用程序在 20 次髋臼杯植入中提供的外展和内翻角度值与实际值(地面真实值)进行了比较。结果显示,内收角度误差的平均值(标准偏差)为 0.375(0.483)度,外展角度误差为 0.1(0.308)度,最大误差为 1 度。此外,还在一具尸体上进行了研究,外科医生在研究中验证了该应用适合应用于常规临床实践,有助于全髋关节假体植入的指导过程。
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引用次数: 0
Eye-tracking on virtual reality: a survey 虚拟现实的眼动追踪:一项调查
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-05 DOI: 10.1007/s10055-023-00903-y
Jesús Moreno-Arjonilla, Alfonso López-Ruiz, J. Roberto Jiménez-Pérez, José E. Callejas-Aguilera, Juan M. Jurado

Virtual reality (VR) has evolved substantially beyond its initial remit of gaming and entertainment, catalyzed by advancements such as improved screen resolutions and more accessible devices. Among various interaction techniques introduced to VR, eye-tracking stands out as a pivotal development. It not only augments immersion but offers a nuanced insight into user behavior and attention. This precision in capturing gaze direction has made eye-tracking instrumental for applications far beyond mere interaction, influencing areas like medical diagnostics, neuroscientific research, educational interventions, and architectural design, to name a few. Though eye-tracking’s integration into VR has been acknowledged in prior reviews, its true depth, spanning the intricacies of its deployment to its broader ramifications across diverse sectors, has been sparsely explored. This survey undertakes that endeavor, offering a comprehensive overview of eye-tracking’s state of the art within the VR landscape. We delve into its technological nuances, its pivotal role in modern VR applications, and its transformative impact on domains ranging from medicine and neuroscience to marketing and education. Through this exploration, we aim to present a cohesive understanding of the current capabilities, challenges, and future potential of eye-tracking in VR, underscoring its significance and the novelty of our contribution.

虚拟现实(VR)在屏幕分辨率的提高和设备的普及等进步的推动下,已经大大超出了其最初的游戏和娱乐范围。在 VR 引入的各种交互技术中,眼动跟踪技术是一项关键的发展。它不仅增强了沉浸感,还能细致入微地洞察用户的行为和注意力。精确捕捉注视方向使眼球跟踪技术的应用范围远远超出了单纯的交互,对医疗诊断、神经科学研究、教育干预和建筑设计等领域都产生了影响。虽然眼动追踪技术与 VR 的结合已在之前的评论中得到认可,但对其真正的深度,从其部署的复杂性到其在不同领域的广泛影响,却鲜有探讨。本调查报告正是为此而作,全面概述了眼动跟踪技术在 VR 领域的应用现状。我们将深入探讨眼动跟踪技术的细微差别、它在现代 VR 应用中的关键作用,以及它对从医学和神经科学到营销和教育等各个领域的变革性影响。通过这一探索,我们旨在对眼球跟踪技术在 VR 中的当前能力、挑战和未来潜力提出一致的理解,强调其重要性和我们所做贡献的新颖性。
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引用次数: 0
ARGo: augmented reality-based mobile Go stone collision game ARGo:基于增强现实技术的手机围棋撞石赛
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-02 DOI: 10.1007/s10055-023-00919-4
Dohui Lee, Sohyun Won, Jiwon Kim, Hyuk-Yoon Kwon

In this study, we present a mobile Go stone collision game based on augmented reality, which we call ARGo, inspired by the traditional Korean board game, Alkkagi. ARGo aims to resolve two main issues: (1) the portability and space constraints of the original Alkkagi and (2) the limited sense of reality due to the touchscreen-based interface of the existing mobile Alkkagi games. To improve a sense of the reality of the game, ARGo provides a gameplay interface similar to the original Alkkagi by recognizing the user‘s hand motion based on AR. Additionally, it provides a customization mechanism for each user to improve the recognition of the hand motion and the strength of the attack considering each user‘s characteristics. Finally, we make the following three main contributions. First, we employ the automata theory to design the game and collision scenarios between stones. Consequently, we can clearly define the complicated states incurred by AR-based motion recognition and collisions between virtual objects. Second, we propose a collision equation based on Continuous Collision Detection tailored to ARGo, i.e., Go stones and their collisions. Through experimental studies, we demonstrate that the collision equation enables the simulation of the exact collision effects. Third, through user experience studies, we verify the effectiveness of ARGo by showing the effects of the functions implemented in ARGo and its superiority over the existing mobile game Alkkagi Mania.

在本研究中,我们受韩国传统棋盘游戏 Alkkagi 的启发,推出了一款基于增强现实技术的移动围棋撞子游戏,我们称之为 ARGo。ARGo 旨在解决两个主要问题:(1) 原版 Alkkagi 的便携性和空间限制;(2) 现有移动 Alkkagi 游戏基于触摸屏的界面所带来的有限真实感。为了提高游戏的真实感,ARGo 通过基于 AR 技术识别用户的手部动作,提供了与原始 Alkkagi 类似的游戏界面。此外,它还为每个用户提供了定制机制,以根据每个用户的特点提高手部动作的识别率和攻击力度。最后,我们做出了以下三个主要贡献。首先,我们采用了自动机理论来设计棋子之间的博弈和碰撞场景。因此,我们可以清晰地定义基于 AR 的运动识别和虚拟物体间碰撞所产生的复杂状态。其次,我们针对 ARGo(即围棋子及其碰撞)提出了基于连续碰撞检测的碰撞方程。通过实验研究,我们证明碰撞方程能够模拟出精确的碰撞效果。第三,通过用户体验研究,我们验证了 ARGo 的有效性,展示了 ARGo 中实现的功能的效果及其与现有手机游戏 Alkkagi Mania 相比的优越性。
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引用次数: 0
Virtual reality (VR) as a testing bench for consumer optical solutions: a machine learning approach (GBR) to visual comfort under simulated progressive addition lenses (PALs) distortions 虚拟现实(VR)作为消费者光学解决方案的测试台:模拟渐进加法镜片(PALs)畸变下视觉舒适度的机器学习方法(GBR)
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-01-30 DOI: 10.1007/s10055-023-00894-w
Miguel García García, Yannick Sauer, Tamara Watson, Siegfried Wahl

For decades, manufacturers have attempted to reduce or eliminate the optical aberrations that appear on the progressive addition lens’ surfaces during manufacturing. Besides every effort made, some of these distortions are inevitable given how lenses are fabricated, where in fact, astigmatism appears on the surface and cannot be entirely removed, or where non-uniform magnification becomes inherent to the power change across the lens. Some presbyopes may refer to certain discomfort when wearing these lenses for the first time, and a subset of them might never adapt. Developing, prototyping, testing and purveying those lenses into the market come at a cost, which is usually reflected in the retail price. This study aims to test the feasibility of virtual reality (VR) for testing customers’ satisfaction with these lenses, even before getting them onto production. VR offers a controlled environment where different parameters affecting progressive lens comforts, such as distortions, image displacement or optical blurring, can be inspected separately. In this study, the focus was set on the distortions and image displacement, not taking blur into account. Behavioural changes (head and eye movements) were recorded using the built-in eye tracker. We found participants were significantly more displeased in the presence of highly distorted lens simulations. In addition, a gradient boosting regressor was fitted to the data, so predictors of discomfort could be unveiled, and ratings could be predicted without performing additional measurements.

几十年来,制造商一直试图减少或消除渐进加法镜片在制造过程中表面出现的光学像差。事实上,散光会出现在镜片表面,而且无法完全消除,或者整个镜片的功率变化导致放大率不均匀。一些老花眼患者在首次配戴这些镜片时可能会感到不适,其中一部分人可能永远无法适应。这些镜片的开发、原型设计、测试和投放市场都需要成本,这通常反映在零售价上。本研究旨在测试虚拟现实(VR)的可行性,以便在镜片投入生产之前测试客户对镜片的满意度。虚拟现实技术提供了一个受控环境,可以分别检测影响渐进镜片舒适度的不同参数,如畸变、图像位移或光学模糊。在这项研究中,重点是变形和图像位移,而不考虑模糊。使用内置的眼动追踪器记录了参与者的行为变化(头部和眼球运动)。我们发现,在高度失真的镜片模拟中,参与者的不悦程度明显增加。此外,我们还对数据进行了梯度提升回归拟合,从而揭示了不适感的预测因素,并在不进行额外测量的情况下预测了评分。
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引用次数: 0
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