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Practical Saccade Prediction for Head-Mounted Displays: Towards a Comprehensive Model 头戴式显示器的实际扫视预测:迈向一个综合模型
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-01-11 DOI: https://dl.acm.org/doi/10.1145/3568311
Elena Arabadzhiyska, Cara Tursun, Hans-Peter Seidel, Piotr Didyk

Eye-tracking technology has started to become an integral component of new display devices such as virtual and augmented reality headsets. Applications of gaze information range from new interaction techniques that exploit eye patterns to gaze-contingent digital content creation. However, system latency is still a significant issue in many of these applications because it breaks the synchronization between the current and measured gaze positions. Consequently, it may lead to unwanted visual artifacts and degradation of the user experience. In this work, we focus on foveated rendering applications where the quality of an image is reduced towards the periphery for computational savings. In foveated rendering, the presence of system latency leads to delayed updates to the rendered frame, making the quality degradation visible to the user. To address this issue and to combat system latency, recent work proposes using saccade landing position prediction to extrapolate gaze information from delayed eye tracking samples. Although the benefits of such a strategy have already been demonstrated, the solutions range from simple and efficient ones, which make several assumptions about the saccadic eye movements, to more complex and costly ones, which use machine learning techniques. However, it is unclear to what extent the prediction can benefit from accounting for additional factors and how more complex predictions can be performed efficiently to respect the latency requirements. This paper presents a series of experiments investigating the importance of different factors for saccades prediction in common virtual and augmented reality applications. In particular, we investigate the effects of saccade orientation in 3D space and smooth pursuit eye-motion (SPEM) and how their influence compares to the variability across users. We also present a simple, yet efficient post-hoc correction method that adapts existing saccade prediction methods to handle these factors without performing extensive data collection. Furthermore, our investigation and the correction technique may also help future developments of machine-learning-based techniques by limiting the required amount of training data.

眼球追踪技术已经开始成为虚拟现实和增强现实头盔等新型显示设备不可或缺的组成部分。凝视信息的应用范围从利用眼睛模式的新交互技术到基于凝视的数字内容创建。然而,系统延迟在许多此类应用中仍然是一个重要问题,因为它破坏了当前和测量凝视位置之间的同步。因此,它可能导致不必要的视觉伪影和用户体验的退化。在这项工作中,我们专注于焦点渲染应用程序,其中图像的质量向外围降低以节省计算量。在注视点渲染中,系统延迟的存在导致渲染帧的更新延迟,使用户可以看到质量下降。为了解决这个问题和对抗系统延迟,最近的工作提出使用眼动着落位置预测从延迟眼动追踪样本中推断凝视信息。虽然这种策略的好处已经得到了证明,但解决方案从简单有效的(对跳眼运动做几个假设)到更复杂、更昂贵的(使用机器学习技术),不一而足。然而,考虑到其他因素,预测能在多大程度上受益,以及如何有效地执行更复杂的预测以满足延迟需求,这些都还不清楚。本文通过一系列实验研究了在常见的虚拟现实和增强现实应用中不同因素对跳频预测的重要性。特别是,我们研究了扫视方向在3D空间和平滑追踪眼动(SPEM)中的影响,以及它们的影响如何与用户之间的可变性进行比较。我们还提出了一种简单而有效的事后校正方法,该方法适应现有的眼动预测方法来处理这些因素,而无需进行大量的数据收集。此外,我们的研究和校正技术也可以通过限制所需的训练数据量来帮助基于机器学习的技术的未来发展。
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引用次数: 0
Efficient Dataflow Modeling of Peripheral Encoding in the Human Visual System 人类视觉系统中外围编码的高效数据流建模
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-01-11 DOI: https://dl.acm.org/doi/10.1145/3564605
Rachel Brown, Vasha Dutell, Bruce Walter, Ruth Rosenholtz, Peter Shirley, Morgan McGuire, David Luebke

Computer graphics seeks to deliver compelling images, generated within a computing budget, targeted at a specific display device, and ultimately viewed by an individual user. The foveated nature of human vision offers an opportunity to efficiently allocate computation and compression to appropriate areas of the viewer’s visual field, of particular importance with the rise of high-resolution and wide field-of-view display devices. However, while variations in acuity and contrast sensitivity across the field of view have been well-studied and modeled, a more consequential variation concerns peripheral vision’s degradation in the face of clutter, known as crowding. Understanding of peripheral crowding has greatly advanced in recent years, in terms of both phenomenology and modeling. Accurately leveraging this knowledge is critical for many applications, as peripheral vision covers a majority of pixels in the image. We advance computational models for peripheral vision aimed toward their eventual use in computer graphics. In particular, researchers have recently developed high-performing models of peripheral crowding, known as “pooling” models, which predict a wide range of phenomena but are computationally inefficient. We reformulate the problem as a dataflow computation, which enables faster processing and operating on larger images. Further, we account for the explicit encoding of “end stopped” features in the image, which was missing from previous methods. We evaluate our model in the context of perception of textures in the periphery, including a novel texture dataset and updated textural descriptors. Our improved computational framework may simplify development and testing of more sophisticated, complete models in more robust and realistic settings relevant to computer graphics.

计算机图形学寻求提供引人注目的图像,在计算预算内生成,针对特定的显示设备,并最终由个人用户查看。人类视觉的焦点特性提供了一个机会,可以有效地将计算和压缩分配到观看者视野的适当区域,随着高分辨率和宽视场显示设备的兴起,这一点尤为重要。然而,虽然整个视场的敏锐度和对比敏感度的变化已经得到了很好的研究和建模,但更重要的变化涉及周边视觉在面对杂乱时的退化,即拥挤。近年来,在现象学和模型方面,对周边拥挤的理解有了很大的进展。对于许多应用来说,准确地利用这些知识是至关重要的,因为周边视觉覆盖了图像中的大部分像素。我们提出了周边视觉的计算模型,目标是最终在计算机图形学中使用。特别是,研究人员最近开发了高性能的外围拥挤模型,称为“池化”模型,该模型预测了广泛的现象,但计算效率低下。我们将这个问题重新表述为一个数据流计算,它可以更快地处理和操作更大的图像。此外,我们考虑了图像中“结束停止”特征的显式编码,这是以前的方法所缺少的。我们在外围纹理感知的背景下评估我们的模型,包括一个新的纹理数据集和更新的纹理描述符。我们改进的计算框架可以简化开发和测试更复杂的,完整的模型在更健壮和现实的设置相关的计算机图形学。
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引用次数: 0
Experience Matters: Longitudinal Changes in Sensitivity to Rotational Gains in Virtual Reality 经验很重要:虚拟现实中对旋转增益敏感性的纵向变化
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-11-11 DOI: https://dl.acm.org/doi/10.1145/3560818
Andrew Robb, Kristopher Kohm, John Porter

Redirected walking techniques use rotational gains to guide users away from physical obstacles as they walk in a virtual world, effectively creating the illusion of a larger virtual space than is physically present. Designers often want to keep users unaware of this manipulation, which is made possible by limitations in human perception that render rotational gains imperceptible below a certain threshold. Many aspects of these thresholds have been studied; however, no research has yet considered whether these thresholds may change over time as users gain more experience with them. To study this, we recruited 20 novice VR users (no more than 1 hour of prior experience with an HMD) and provided them with an Oculus Quest to use for 4 weeks on their own time. They were tasked to complete an activity assessing their sensitivity to rotational gain once each week, in addition to whatever other activities they wanted to perform. No feedback was provided to participants about their performance during each activity, minimizing the possibility of learning effects accounting for any observed changes over time. We observed that participants became significantly more sensitive to rotation gains over time, underscoring the importance of considering prior user experience in applications involving rotational gain, as well as how prior user experience may affect other, broader applications of VR.

重定向行走技术使用旋转增益来引导用户在虚拟世界中行走时远离物理障碍,有效地创造了比实际存在的更大的虚拟空间的错觉。设计师通常希望让用户不知道这种操作,这是由于人类感知的局限性,使得旋转增益在一定阈值以下难以察觉。对这些阈值的许多方面进行了研究;然而,目前还没有研究考虑这些阈值是否会随着用户使用经验的增加而改变。为了研究这一点,我们招募了20名VR新手用户(不超过1小时的HMD使用经验),并为他们提供了Oculus Quest,让他们在自己的时间内使用4周。他们的任务是每周完成一次评估他们对旋转增益敏感性的活动,除了他们想做的任何其他活动。没有向参与者提供他们在每次活动中的表现反馈,最大限度地减少了随时间观察到的任何变化的学习效应的可能性。我们观察到,随着时间的推移,参与者对旋转增益变得更加敏感,这强调了在涉及旋转增益的应用程序中考虑先前用户体验的重要性,以及先前用户体验如何影响VR的其他更广泛的应用。
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引用次数: 0
Perceptual Guidelines for Optimizing Field of View in Stereoscopic Augmented Reality Displays 立体增强现实显示优化视场的感知准则
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-11-11 DOI: https://dl.acm.org/doi/10.1145/3554921
Minqi Wang, Emily A. Cooper

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.

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。
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引用次数: 0
Tactile Texture Display Combining Vibrotactile and Electrostatic-friction Stimuli: Substantial Effects on Realism and Moderate Effects on Behavioral Responses 振动触觉和静电摩擦刺激相结合的触觉纹理显示:对真实感的实质性影响和对行为反应的适度影响
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-11-07 DOI: https://dl.acm.org/doi/10.1145/3539733
Kazuya Otake, Shogo Okamoto, Yasuhiro Akiyama, Yoji Yamada

There is increasing demand for tactile feedback functions for touch panels. We investigated whether virtual roughness texture quality can be improved through simultaneous use of vibrotactile and electrostatic-friction stimuli. This conjunctive use is expected to improve the perceptual quality of texture stimuli, because vibrotactile and electrostatic-friction stimuli have complementary characteristics. Our previous studies confirmed that these conjunct stimuli yield enhanced realism for simple grating roughness. In this study, we conducted experiments using simple and complex sinusoidal surface profiles consisting of one or two spatial wave components. Three different evaluation criteria were employed. The first criterion concerned the subjective realism, i.e., similarity with actual roughness textures, of virtual roughness textures. Participants compared the following three stimulus conditions: vibrotactile stimuli only, electrostatic-friction stimuli only, and their conjunct stimuli. The conjunct stimuli yielded the greatest realism. The second criterion concerned roughness texture identification under each of the three stimulus conditions for five different roughness textures. The highest identification accuracy rate was achieved under the conjunct stimulus condition; however, the performance difference was marginal. The third criterion concerned the discrimination threshold of the grating-scale spatial wavelength. There were no marked differences among the results for the three conditions. The findings of this study will improve virtual texture quality for touch-panel-type surface tactile displays.

人们对触摸板的触觉反馈功能的需求越来越大。我们研究了同时使用振动触觉和静电摩擦刺激是否可以改善虚拟粗糙度纹理质量。这种结合使用有望改善纹理刺激的感知质量,因为振动触觉和静电摩擦刺激具有互补的特性。我们以前的研究证实,这些联合刺激提高了简单光栅粗糙度的真实感。在这项研究中,我们使用由一个或两个空间波分量组成的简单和复杂正弦表面剖面进行了实验。采用了三种不同的评价标准。第一个标准涉及虚拟粗糙度纹理的主观真实感,即与实际粗糙度纹理的相似性。参与者比较了以下三种刺激条件:只有振动触觉刺激、只有静电摩擦刺激和它们的联合刺激。共同的刺激产生了最大的现实主义。第二个准则涉及五种不同粗糙度纹理在三种刺激条件下的粗糙度纹理识别。在联合刺激条件下,识别准确率最高;然而,性能差异是微乎其微的。第三个准则涉及光栅尺度空间波长的识别阈值。三种情况下的结果没有显著差异。本研究结果将有助于改善触控面板型表面触觉显示器的虚拟纹理质量。
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引用次数: 0
Investigating a Combination of Input Modalities, Canvas Geometries, and Inking Triggers on On-Air Handwriting in Virtual Reality 在虚拟现实中调查输入模式,画布几何形状和墨水触发的组合
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-11-07 DOI: https://dl.acm.org/doi/10.1145/3560817
Roshan Venkatakrishnan, Rohith Venkatakrishnan, Chih-Han Chung, Yu-Shuen Wang, Sabarish Babu

Humans communicate by writing, often taking notes that assist thinking. With the growing popularity of collaborative Virtual Reality (VR) applications, it is imperative that we better understand aspects that affect writing in these virtual experiences. On-air writing in VR is a popular writing paradigm due to its simplicity in implementation without any explicit needs for specialized hardware. A host of factors can affect the efficacy of this writing paradigm and in this work, we delved into investigating the same. Along these lines, we investigated the effects of a combination of factors on users’ on-air writing performance, aiming to understand the circumstances under which users can both effectively and efficiently write in VR. We were interested in studying the effects of the following factors: (1) input modality: brush vs. near-field raycast vs. pointing gesture, (2) inking trigger method: haptic feedback vs. button based trigger, and (3) canvas geometry: plane vs. hemisphere. To evaluate the writing performance, we conducted an empirical evaluation with thirty participants, requiring them to write the words we indicated under different combinations of these factors. Dependent measures including the writing speed, accuracy rates, perceived workloads, and so on, were analyzed. Results revealed that the brush based input modality produced the best results in writing performance, that haptic feedback was not always effective over button based triggering, and that there are trade-offs associated with the different types of canvas geometries used. This work attempts at laying a foundation for future investigations that seek to understand and further improve the on-air writing experience in immersive virtual environments.

人类通过书写交流,经常做笔记来帮助思考。随着协作式虚拟现实(VR)应用的日益普及,我们必须更好地了解在这些虚拟体验中影响写作的各个方面。VR中的直播写作是一种流行的写作范例,因为它的实现简单,不需要任何明确的专门硬件。许多因素会影响这种写作模式的有效性,在这项工作中,我们深入研究了同样的因素。沿着这些思路,我们调查了各种因素对用户直播写作表现的影响,旨在了解用户在VR中有效和高效写作的情况。我们感兴趣的是研究以下因素的影响:(1)输入方式:笔刷vs.近场光线投射vs.指向手势;(2)墨迹触发方法:触觉反馈vs.基于按钮的触发;(3)画布几何:平面vs.半球。为了评估写作表现,我们对30名参与者进行了实证评估,要求他们在这些因素的不同组合下写下我们指出的单词。分析了包括写入速度、准确率、感知工作负载等相关度量。结果显示,基于笔刷的输入方式在书写性能方面产生了最好的结果,触觉反馈并不总是比基于按钮的触发有效,并且存在与使用的不同类型画布几何形状相关的权衡。本研究试图为未来的研究奠定基础,以期理解并进一步改善沉浸式虚拟环境下的直播写作体验。
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引用次数: 0
Sensitivity to Hand Offsets and Related Behavior in Virtual Environments over Time 随着时间的推移,虚拟环境中手偏移和相关行为的敏感性
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-11-07 DOI: https://dl.acm.org/doi/10.1145/3561055
Kristopher Kohm, John Porter, Andrew Robb

This work explored how users’ sensitivity to offsets in their avatars’ virtual hands changes as they gain exposure to virtual reality. We conducted an experiment using a two-alternative forced choice (2-AFC) design over the course of 4 weeks, split into four sessions. The trials in each session had a variety of eight offset distances paired with eight offset directions (across a two-dimensional plane). While we did not find evidence that users became more sensitive to the offsets over time, we did find evidence of behavioral changes. Specifically, participants’ head–hand coordination and completion time varied significantly as the sessions went on. We discuss the implications of both results and how they could influence our understanding of long-term calibration for perception-action coordination in virtual environments.

这项研究探索了当用户接触到虚拟现实时,他们对虚拟手偏移的敏感度是如何变化的。我们进行了一个为期4周的实验,使用两种选择的强制选择(2-AFC)设计,分为4个阶段。每个阶段的实验都有8个不同的偏移距离和8个偏移方向(跨越一个二维平面)。虽然我们没有发现证据表明用户随着时间的推移对补偿变得更加敏感,但我们确实发现了行为变化的证据。具体来说,参与者的头手协调和完成时间随着会议的进行而显着变化。我们讨论了这两个结果的含义,以及它们如何影响我们对虚拟环境中感知-行动协调的长期校准的理解。
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引用次数: 0
Introduction to the Special Issue on SAP 2022 SAP 2022特刊简介
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-11-07 DOI: https://dl.acm.org/doi/10.1145/3563136
Ana Serrano, Michael Barnett-Cowan

No abstract available.

没有摘要。
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引用次数: 0
Introduction to the Special Issue on SAP 2022 SAP 2022特刊简介
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-10-31 DOI: 10.1145/3563136
Ana Serrano, M. Barnett-Cowan
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引用次数: 0
Sensitivity to Hand Offsets and Related Behavior in Virtual Environments over Time 随着时间的推移,虚拟环境中手偏移和相关行为的敏感性
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-09-09 DOI: 10.1145/3561055
Kristopher Kohm, John R. Porter, Andrew C. Robb
This work explored how users’ sensitivity to offsets in their avatars’ virtual hands changes as they gain exposure to virtual reality. We conducted an experiment using a two-alternative forced choice (2-AFC) design over the course of 4 weeks, split into four sessions. The trials in each session had a variety of eight offset distances paired with eight offset directions (across a two-dimensional plane). While we did not find evidence that users became more sensitive to the offsets over time, we did find evidence of behavioral changes. Specifically, participants’ head–hand coordination and completion time varied significantly as the sessions went on. We discuss the implications of both results and how they could influence our understanding of long-term calibration for perception-action coordination in virtual environments.
这项工作探讨了用户在接触虚拟现实时,对化身虚拟手偏移的敏感度是如何变化的。我们在4周的时间里进行了一项实验,使用两种可选的强制选择(2-AFC)设计,分为四个阶段。每次试验都有各种各样的八个偏移距离和八个偏移方向(在二维平面上)。虽然我们没有发现证据表明用户随着时间的推移对偏移变得更加敏感,但我们确实发现了行为变化的证据。具体而言,随着课程的进行,参与者的头-手协调和完成时间发生了显著变化。我们讨论了这两个结果的含义,以及它们如何影响我们对虚拟环境中感知-行动协调的长期校准的理解。
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引用次数: 4
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ACM Transactions on Applied Perception
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