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Unveiling gender differences: a mixed reality multitasking exploration 揭示性别差异:混合现实多任务探索
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-10 DOI: 10.3389/frvir.2023.1308133
Safanah Abbas, Heejin Jeong
While gender differences have been studied in both real and virtual worlds separately, few studies have focused on multitasking in hybrid environments. This study investigated the gender factor in multitasking within a mixed reality environment. Thirty-six participants completed eight experimental conditions to assess their workload, task priority, and hand usage. Two distinct tasks were employed in the experiment: a block-matching task for the physical world, where participants located and matched English letters with their corresponding positions on a wooden board, and the N-back task for the virtual world. Four conditions focused on digital-physical monotasking, while the rest involved mixed-reality multitasking. The results reveal that perceived mental demand is a significant factor. Males prioritized virtual tasks, whereas females prioritized both tasks equally. Understanding the factors influencing gender-based performance differences can enhance the design of practical mixed reality applications, addressing equity and quality concerns. This study suggests that cognitive load plays a vital role in determining how genders perform when juggling multiple tasks, both physical and virtual.
虽然性别差异在现实世界和虚拟世界中都分别进行过研究,但很少有研究关注混合环境中的多任务处理。本研究调查了在混合现实环境中进行多任务处理的性别因素。36 名参与者完成了八项实验条件,以评估他们的工作量、任务优先级和手的使用情况。实验中采用了两种不同的任务:一种是物理世界中的方块匹配任务,即参与者在木板上找到英文字母并将其与相应的位置进行匹配;另一种是虚拟世界中的 "N-back "任务。其中四个条件侧重于数字-物理单任务,其余条件则涉及混合现实多任务。结果显示,感知心理需求是一个重要因素。男性优先考虑虚拟任务,而女性则同样优先考虑两种任务。了解影响性别差异的因素,可以提高混合现实实际应用的设计水平,解决公平和质量问题。这项研究表明,认知负荷在决定两性在兼顾物理和虚拟多重任务时的表现方面起着至关重要的作用。
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引用次数: 0
Avatar embodiment prior to motor imagery training in VR does not affect the induced event-related desynchronization: a pilot study 在 VR 中进行运动想象训练前的阿凡达体现不会影响诱发的事件相关非同步化:一项试点研究
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-08 DOI: 10.3389/frvir.2023.1265010
Katarina Vagaja, Klaus Linkenkaer-Hansen, Athanasios Vourvopoulos
Motor-imagery brain-computer interfaces (MI-BCIs) have the potential to improve motor function in individuals with neurological disorders. Their effectiveness relies on patients’ ability to generate reliable MI-related electroencephalography (EEG) patterns, which can be influenced by the quality of neurofeedback. Virtual Reality (VR) has emerged as a promising tool for enhancing proprioceptive feedback due to its ability to induce a sense of embodiment (SoE), where individuals perceive a virtual body as their own. Although prior research has highlighted the importance of SoE in enhancing MI skills and BCI performance, to date, no study has successfully isolated nor manipulated the SoE in VR before MI training, creating a gap in our understanding of the precise role of the priming effect of embodiment in MI-BCIs. In this study, we aimed to examine whether the virtual SoE when induced, as priming of avatar embodiment, and assessed before MI training, could enhance MI-induced EEG patterns. To achieve this, we divided 26 healthy participants into two groups: the embodied group, which experienced SoE with an avatar before undergoing VR-based MI training, and the non-embodied group, which underwent the same MI training without a prior embodiment phase, serving as a control. We analyzed subjective measures of embodiment, the event-related desynchronization (ERD) power of the sensorimotor rhythms, lateralization of ERD, and offline classification BCI accuracy. Although the embodiment phase effectively induced SoE in the embodied group, both groups exhibited similar MI-induced ERD patterns and BCI classification accuracy. This suggests that the induction of SoE prior to MI training may not significantly influence the training outcomes. Instead, it appears that the integration of embodied VR feedback during MI training itself is sufficient to induce appropriate ERD, as evidenced by previous research.
运动图像脑机接口(MI-BCI)有望改善神经系统疾病患者的运动功能。其有效性取决于患者生成可靠的与运动图像相关的脑电图(EEG)模式的能力,这可能会受到神经反馈质量的影响。虚拟现实(VR)由于能够诱导本体感(SoE),使人将虚拟身体视为自己的身体,因此已成为增强本体感反馈的一种有前途的工具。尽管之前的研究已经强调了SoE在提高移动智能技能和BCI性能方面的重要性,但迄今为止,还没有任何研究成功地分离或操纵了移动智能训练前VR中的SoE,这使我们对体现在移动智能-BCI中的引物效应的确切作用的理解出现了空白。在本研究中,我们旨在研究虚拟 SoE 作为虚拟化身体现的引子,在 MI 训练前进行评估,是否能增强 MI 诱导的脑电图模式。为此,我们将 26 名健康参与者分为两组:化身组和非化身组,化身组在接受基于 VR 的 MI 训练之前与化身一起体验 SoE;非化身组在接受相同的 MI 训练之前不进行化身阶段,作为对照组。我们分析了体现的主观测量结果、感觉运动节律的事件相关不同步(ERD)功率、ERD 的侧化以及离线分类 BCI 的准确性。虽然体现阶段有效地诱导了体现组的 SoE,但两组均表现出相似的 MI 诱导的 ERD 模式和 BCI 分类准确性。这表明,在多元智能训练之前诱导 SoE 可能不会对训练结果产生重大影响。相反,在多元智能训练过程中融入虚拟现实反馈本身似乎就足以诱导适当的ERD,这一点已为之前的研究所证实。
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引用次数: 0
Redirected walking for exploration of unknown environments 探索未知环境的定向行走
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-08 DOI: 10.3389/frvir.2023.1259816
Mathieu Lutfallah, Marco Ketzel, Andreas M. Kunz
Real walking is the most natural locomotion method for exploring Virtual Environments (VE), enhancing the immersion of Virtual Reality (VR). Redirected Walking (RDW) is employed to enable real walking within limited tracking spaces in large VEs by subtly manipulating the mapping between the virtual and real environments. However, the effectiveness of RDW is greatly influenced by the convex shape and size of the manually defined physical tracking space, subsequently impacting the user’s immersive experience. To improve performance, one strategy is to integrate exploration methods from mobile robotics with RDW. This will expand the usable tracking space, facilitating dynamic environments and rapid exploration. For this, we adapted a Unity framework for an RDW algorithm to facilitate simulations for such an exploration. We conducted a simulation with artificially created non-convex explorable tracking spaces and pre-recorded path elements, simulating two adapted RDW artificial potential field (APF) concepts. Three conceptualized modes were applied: repulsive APF, exploration APF, and exploration APF with a distance threshold. Additionally, one APF was extended with a frontier-based exploration approach that utilized the path between the user’s position and a targeted frontier. The analysis revealed a significant trade-off between exploration and immersion. APF combined with frontier-based the exploration technique showed the fastest exploration speed, but - however - resulted in the lowest distance between resets.
真实行走是探索虚拟环境(VE)最自然的运动方式,可增强虚拟现实(VR)的沉浸感。重定向行走(RDW)通过巧妙地操纵虚拟环境和现实环境之间的映射,可在大型虚拟环境的有限跟踪空间内实现真实行走。然而,RDW 的有效性在很大程度上受到手动定义的物理跟踪空间的凸形和大小的影响,进而影响用户的沉浸式体验。为了提高性能,一种策略是将移动机器人探索方法与 RDW 相结合。这将扩大可用的跟踪空间,促进动态环境和快速探索。为此,我们对 RDW 算法的 Unity 框架进行了改编,以促进这种探索的模拟。我们利用人工创建的非凸可探索跟踪空间和预先录制的路径元素进行了模拟,模拟了两个经过改编的 RDW 人工势场 (APF) 概念。应用了三种概念化模式:排斥式人工势场、探索式人工势场和带有距离阈值的探索式人工势场。此外,一个 APF 还扩展了基于前沿的探索方法,该方法利用了用户位置与目标前沿之间的路径。分析表明,探索和沉浸感之间存在着明显的权衡。APF 与基于前沿的探索技术相结合,显示出最快的探索速度,但重置之间的距离却最小。
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引用次数: 0
EntangleVR++: evaluating the potential of using entanglement in an interactive VR scene creation system EntangleVR++:评估在交互式虚拟现实场景创建系统中使用纠缠的潜力
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-12-22 DOI: 10.3389/frvir.2023.1252551
Mengyu Chen, Marko Peljhan, Misha Sra
Interactive digital stories provide a sense of flexibility and freedom to players by allowing them to make choices at key junctions. These choices advance the narrative and determine, to some degree, how the story evolves for that player. As shown in prior work, the ability to control or participate in the construction of the narrative can give the player a high level of agency that results in a stronger sense of immersion in the narrative experience. To support the design of this type of interactive storytelling, our system, EntangleVR++, borrows the idea of entanglement from quantum computing. Our use of entanglement allows creators and storytellers control over which sequences of story events take place in correlation with each other, initiated by the choices a player makes. In this work, we evaluated how well our idea of entanglement enables creators to easily and quickly design interactive Virtual reality narratives. We asked 16 participants to use our system and based on user interviews, analyses of screen recordings, and questionnaire feedback, we extracted four themes. From these themes and the study overall, we derived four authoring strategies for tool designers interested in the design of future visual interface for interactively creating virtual scenes that include relational objects and multiple outcomes driven by player interactions.
交互式数字故事通过允许玩家在关键路口做出选择,为玩家提供了一种灵活性和自由感。这些选择推动了叙事的发展,并在一定程度上决定了玩家的故事发展。正如之前的工作所显示的那样,控制或参与叙事构建的能力可以给玩家带来高度的代入感,从而使玩家在叙事体验中产生更强烈的沉浸感。为了支持这种交互式叙事的设计,我们的系统 EntangleVR++ 借鉴了量子计算中的纠缠概念。我们对纠缠的使用使创作者和故事讲述者能够控制由玩家的选择引发的故事事件的相关顺序。在这项工作中,我们评估了我们的纠缠理念如何让创作者轻松快速地设计出交互式虚拟现实叙事。我们请 16 位参与者使用我们的系统,并根据用户访谈、屏幕录制分析和问卷反馈,提取了四个主题。从这些主题和整个研究中,我们得出了四种创作策略,供有意设计未来可视化界面的工具设计者使用,以交互式创建虚拟场景,其中包括关系对象和由玩家交互驱动的多种结果。
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引用次数: 0
Which effective virtual reality (VR) interventions exist for the prevention and rehabilitation of intimate partner violence (IPV)? 有哪些有效的虚拟现实(VR)干预措施可用于亲密伴侣暴力(IPV)的预防和康复?
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-12-21 DOI: 10.3389/frvir.2023.1263545
Adriana Bastardas-Albero, Berta Vall, Carles Pérez-Testor, J. Losilla
Purpose: Prevention and rehabilitation of intimate partner violence (IPV) is a very important topic due to its high prevalence, visibility, and potential to generate negative consequences in survivor’s physical and mental health. Previous interventions have used traditional, explicit approaches giving mixed results for both prevention and rehabilitation. However, the number of implicit interventions using technological innovations, specifically virtual reality (VR), is limited in this field. In this review, we aim to find the existing literature on immersive VR targeting prevention or rehabilitation of IPV.Method: The search used several databases: PsycINFO by EBSCOHost, and Medline by PubMed, specifically set to find IPV intervention articles, published after 2010, that included VR in their intervention.Results: 11 studies met all of the eligibility criteria and were included in the review.Conclusion: VR has overall proven useful to tackle the prevention and rehabilitation of intimate partner violence, as it offers the unique possibility of experiencing a variety of situations from a different perspective, in a safe and controlled environment. Therefore, it is a tool which has great potential for transformation, as it allows for experiential and implicit learning.
目的:亲密伴侣暴力(IPV)的预防和康复是一个非常重要的课题,因为它的发生率高、能见度高,而且有可能对幸存者的身心健康造成负面影响。以往的干预措施都是采用传统的、明确的方法,在预防和康复方面的效果参差不齐。然而,在这一领域,利用技术创新,特别是虚拟现实(VR)进行的隐性干预数量有限。在这篇综述中,我们旨在查找有关针对 IPV 预防或康复的沉浸式 VR 的现有文献:搜索使用了多个数据库:方法:检索使用了多个数据库:EBSCOHost 的 PsycINFO 和 PubMed 的 Medline,专门用于查找 2010 年之后发表的、在干预中包含 VR 的 IPV 干预文章:结果:11 项研究符合所有资格标准,并被纳入综述:总体而言,虚拟现实技术已被证明可以有效预防亲密伴侣间的暴力行为并帮助其康复,因为它提供了在安全可控的环境中从不同角度体验各种情况的独特可能性。因此,它是一种具有巨大变革潜力的工具,因为它允许进行体验式和隐性学习。
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引用次数: 0
Job relevance or perceived usefulness? What features of immersive virtual reality software predict intention to use in a future project-based-learning scenario: a mixed method approach 工作相关性还是感知有用性?沉浸式虚拟现实软件的哪些特点可预测未来项目式学习场景中的使用意向:一种混合方法
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-12-14 DOI: 10.3389/frvir.2023.1286877
Alessio Travaglini, Esther Brand, Pascal Meier, Oliver Christ
Not only since COVID-19, the topic of decentralized working and learning methods is becoming increasingly important for various reasons. New virtual reality technologies enable learning in immersive scenarios, which is good when learning from home is advised. However, not all immersive Virtual Reality (iVR) training incorporates learning systems that support complex, realistic, practical tasks that lead to a product or enable acquiring knowledge and life-enhancing skills like project-based learning. Although there are many iVR applications available that support project management, the specific features of these applications that lead to the intention to use (and therefore life-enhancing skills) have yet to be discovered. In this exploratory mixed-method study, we investigated the question of the importance of perceived usefulness (PU) and job relevance (JR) as predictors of intention to use (ItU) in a selection of immersive iVR application features. We started with market research and aggregated 88 software features in 13 categories of 34 professional iVR applications. After an expert selection and ranking procedure, a survey was developed. After deriving from the TAM 2 model and with a sample n = 103, we computed the relationship of JR, PU, and ItU. Although high values were generally observed, we found that the importance of PU is higher than JR when it comes to ItU. Limitations of the study are discussed, and suggestions for further research are given.
不仅自 COVID-19 以来,由于各种原因,分散式工作和学习方法这一主题正变得越来越重要。新的虚拟现实技术可以让人们在身临其境的场景中学习,这在建议在家学习的情况下是很好的。然而,并不是所有的沉浸式虚拟现实(iVR)培训都包含了支持复杂、现实、实际任务的学习系统,这些任务可以产生产品,也可以获取知识和提高生活技能,如基于项目的学习。虽然目前有许多支持项目管理的 iVR 应用程序,但这些应用程序的具体特点是什么,导致人们产生使用意向(从而提高生活技能),还有待研究。在这项探索性的混合方法研究中,我们调查了感知有用性(PU)和工作相关性(JR)作为使用意向(ItU)预测因素的重要性。我们从市场调研入手,汇总了 34 个专业 iVR 应用程序的 13 个类别中的 88 个软件功能。经过专家筛选和排序程序后,我们制定了一份调查问卷。根据 TAM 2 模型和样本 n = 103,我们计算了 JR、PU 和 ItU 的关系。虽然观察到的数值普遍较高,但我们发现,就 ItU 而言,PU 的重要性高于 JR。我们讨论了研究的局限性,并提出了进一步研究的建议。
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引用次数: 0
Creating and manipulating 3D paths with mixed reality spatial interfaces 利用混合现实空间界面创建和操控三维路径
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-12-06 DOI: 10.3389/frvir.2023.1192757
Courtney Hutton Pospick, Evan Suma Rosenberg
Mixed reality offers unique opportunities to situate complex tasks within spatial environments. One such task is the creation and manipulation of intricate, three-dimensional paths, which remains a crucial challenge in many fields, including animation, architecture, and robotics. This paper presents an investigation into the possibilities of spatially situated path creation using new virtual and augmented reality technologies and examines how these technologies can be leveraged to afford more intuitive and natural path creation. We present a formative study (n = 20) evaluating an initial path planning interface situated in the context of augmented reality and human-robot interaction. Based on the findings of this study, we detail the development of two novel techniques for spatially situated path planning and manipulation that afford intuitive, expressive path creation at varying scales. We describe a comprehensive user study (n = 36) investigating the effectiveness, learnability, and efficiency of both techniques when paired with a range of canonical placement strategies. The results of this study confirm the usability of these interaction metaphors and provide further insight into how spatial interaction can be discreetly leveraged to enable interaction at scale. Overall, this work contributes to the development of 3DUIs that expand the possibilities for situating path-driven tasks in spatial environments.
混合现实为在空间环境中定位复杂任务提供了独特的机会。其中一项任务是创建和操纵复杂的三维路径,这在许多领域仍然是一个关键的挑战,包括动画、建筑和机器人。本文介绍了使用新的虚拟和增强现实技术创建空间位置路径的可能性的调查,并研究了如何利用这些技术来提供更直观和自然的路径创建。我们提出了一项形成性研究(n = 20),评估了位于增强现实和人机交互背景下的初始路径规划界面。基于本研究的结果,我们详细介绍了两种用于空间路径规划和操作的新技术的发展,这些技术可以在不同的尺度上提供直观、富有表现力的路径创建。我们描述了一项全面的用户研究(n = 36),调查了这两种技术在与一系列规范放置策略配对时的有效性、可学习性和效率。本研究的结果证实了这些交互隐喻的可用性,并为如何谨慎地利用空间交互来实现大规模交互提供了进一步的见解。总的来说,这项工作有助于开发扩展了在空间环境中定位路径驱动任务的可能性的3du。
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引用次数: 0
Cybersickness as the virtual reality sickness questionnaire (VRSQ) measures it!? –an environment-specific revision of the VRSQ 虚拟现实病症问卷(VRSQ)测量的网络病症!?-虚拟现实病症调查表》的环境修订版
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-12-06 DOI: 10.3389/frvir.2023.1291078
Judith Josupeit
Background: Virtual Reality (VR) does not only include the use of stereoscopic images, but also possibilities for an interaction with and participation in a computer-generated environment. However, laboratory studies primarily focus on the first part of the definition only. In this context, comparing results from different VR applications with diverging goals becomes difficult. This is especially true in the field of cybersickness research (visually induced motion sickness in VR), as self-report symptom questionnaires are used. The prominent Simulator Sickness Questionnaire (SSQ) is criticized for the lack of specificity, the double factorial loadings, the outdatedness, and the unrepresentative sample. VR-specific revisions like the Virtual Reality Sickness Questionnaire (VRSQ) address these criticisms but lack generalizability.Methods: The current paper uses a Confirmatory Factor Analysis of the VRSQ with data from three different VR environments and a sample size of N = 244. The environments had different setups, visual complexities, and interaction possibilities. These characteristics influenced the factorial structure of the VRSQ as a moderator. Furthermore, to control for VR-unrelated effects Baseline ratings were taken into account.Results: The Confirmatory Factor Analysis indicated a moderate fit for the global model, but a misspecification for two of the three environments. Only the environment similar to the original VRSQ paper converged with the model.Conclusions: In conclusion, a detailed description of the VR environment is required in scientific method reports. Focusing on VR accessibility for physically impaired in addition to healthy subjects, an added Baseline measurement can address the discriminant validity. Until generalizable VR-specific revisions of the SSQ are validated, the paper suggests using the Δ-SSQ in aggregated raw format.
背景:虚拟现实(VR)不仅包括使用立体图像,还包括与计算机生成的环境进行交互和参与的可能性。然而,实验室研究主要集中在定义的第一部分。在这种情况下,比较不同目标的不同VR应用的结果变得困难。在晕动病研究领域尤其如此(虚拟现实中的视觉晕车),因为使用了自我报告症状问卷。著名的模拟病问卷(SSQ)因缺乏特异性、双因子负荷、过时和样本不具代表性而受到批评。虚拟现实疾病调查问卷(VRSQ)等针对虚拟现实的修订解决了这些批评,但缺乏普遍性。方法:本文采用三种不同虚拟现实环境的数据,样本量N = 244,对VRSQ进行验证性因子分析。环境有不同的设置、视觉复杂性和交互可能性。这些特征对VRSQ的因子结构有调节作用。此外,为了控制与vr无关的影响,基线评分被考虑在内。结果:验证性因素分析表明适度适合全球模型,但对三个环境中的两个存在错误规范。只有与原VRSQ论文相似的环境才与模型收敛。结论:总之,科学方法报告中需要对VR环境进行详细的描述。在健康受试者的基础上,增加基线测量可以解决区别效度问题。在SSQ的可推广的vr特定修订得到验证之前,本文建议使用聚合原始格式的Δ-SSQ。
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引用次数: 0
Impact of motion cues, color, and luminance on depth perception in optical see-through AR displays 运动线索、颜色和亮度对光学透视 AR 显示器深度知觉的影响
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-12-06 DOI: 10.3389/frvir.2023.1243956
Omeed Ashtiani, Hung-Jui Guo, Balakrishnan Prabhakaran
Introduction: Augmented Reality (AR) systems are systems in which users view and interact with virtual objects overlaying the real world. AR systems are used across a variety of disciplines, i.e., games, medicine, and education to name a few. Optical See-Through (OST) AR displays allow users to perceive the real world directly by combining computer-generated imagery overlaying the real world. While perception of depth and visibility of objects is a widely studied field, we wanted to observe how color, luminance, and movement of an object interacted with each other as well as external luminance in OST AR devices. Little research has been done regarding the issues around the effect of virtual objects’ parameters on depth perception, external lighting, and the effect of an object’s mobility on this depth perception.Methods: We aim to perform an analysis of the effects of motion cues, color, and luminance on depth estimation of AR objects overlaying the real world with OST displays. We perform two experiments, differing in environmental lighting conditions (287 lux and 156 lux), and analyze the effects and differences on depth and speed perceptions.Results: We have found that while stationary objects follow previous research with regards to depth perception, motion and both object and environmental luminance play a factor in this perception.Discussion: These results will be significantly useful for developers to account for depth estimation issues that may arise in AR environments. Awareness of the different effects of speed and environmental illuminance on depth perception can be utilized when performing AR or MR applications where precision matters.
简介:增强现实(AR)系统是用户查看覆盖在现实世界上的虚拟物体并与之交互的系统。AR系统用于各种学科,即游戏,医学和教育等等。光学透视(OST) AR显示器通过结合计算机生成的图像覆盖真实世界,使用户可以直接感知真实世界。虽然物体的深度和可见性感知是一个被广泛研究的领域,但我们想要观察物体的颜色、亮度和运动如何相互作用,以及OST AR设备中的外部亮度。关于虚拟物体参数对深度感知的影响、外部照明以及物体的移动性对深度感知的影响等问题的研究很少。方法:我们的目标是分析运动线索、颜色和亮度对用OST显示器覆盖真实世界的AR对象的深度估计的影响。我们在不同的环境光照条件下(287勒克斯和156勒克斯)进行了两个实验,并分析了深度和速度感知的影响和差异。结果:我们发现,虽然静止物体在深度感知方面遵循了之前的研究,但运动、物体和环境亮度都是影响这种感知的因素。讨论:这些结果对于开发人员解释AR环境中可能出现的深度估计问题非常有用。在执行精度重要的AR或MR应用时,可以利用速度和环境光照对深度感知的不同影响的意识。
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引用次数: 0
Virtual monitors vs. physical monitors: an empirical comparison for productivity work 虚拟显示器与实体显示器:生产力工作的经验比较
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-12-05 DOI: 10.3389/frvir.2023.1215820
Leonardo Pavanatto, Shakiba Davari, Carmen Badea, Richard Stoakley, Doug A. Bowman
Virtual monitors can display information through a head-worn display when a physical monitor is unavailable or provides insufficient space. Low resolution and restricted field of view are common issues of these displays. Such issues reduce readability and peripheral vision, leading to increased head movement when we increase the display size. This work evaluates the performance and user experience of a virtual monitor setup that combines software designed to minimize graphical transformations and a high-resolution virtual reality head-worn display. Participants performed productivity work across three approaches: Workstation, which is often used at office locations and consists of three side-by-side physical monitors; Laptop, which is often used in mobile locations and consists of a single physical monitor expanded with multiple desktops; and Virtual, our prototype with three side-by-side virtual monitors. Results show that participants deemed Virtual faster, easier to use, and more intuitive than Laptop, evidencing the advantages of head and eye glances over full content switches. They also confirm the existence of a gap between Workstation and Virtual, as Workstation achieved the highest user experience. We conclude with design guidelines obtained from the lessons learned in this study.
当物理显示器不可用或空间不足时,虚拟显示器可以通过头戴式显示器显示信息。低分辨率和受限的视野是这些显示器的常见问题。这些问题降低了可读性和周边视觉,当我们增加显示尺寸时,导致头部运动增加。这项工作评估了虚拟监视器设置的性能和用户体验,该设置结合了旨在最大限度地减少图形转换的软件和高分辨率虚拟现实头戴式显示器。参与者通过三种方式进行生产力工作:工作站,通常在办公地点使用,由三个并排的物理监视器组成;笔记本电脑,通常在移动地点使用,由单个物理监视器扩展为多台台式机组成;和Virtual,我们的原型有三个并排的虚拟显示器。结果显示,参与者认为虚拟电脑比笔记本电脑更快、更容易使用、更直观,这证明了头部和眼睛浏览比完整内容切换的优势。它们也证实了工作站和虚拟之间存在差距,因为工作站实现了最高的用户体验。我们总结了从本研究中吸取的经验教训得出的设计指南。
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引用次数: 0
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Frontiers in virtual reality
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