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SmoothRide: A Versatile Solution to Combat Cybersickness in Elevation-Altering Environments SmoothRide:应对海拔高度变化环境中晕机现象的多功能解决方案
Pub Date : 2024-09-10 DOI: 10.1109/TVCG.2024.3456194
Samuel Ang;John Quarles
Cybersickness continues to bar many individuals from taking full advantage of virtual reality (VR) technology. Previous work has established that navigating virtual terrain with elevation changes poses a significant risk in this regard. In this paper, we investigate the effectiveness of three cybersickness reduction strategies on users performing a navigation task across virtual elevation-altering terrain. These strategies include static field of view (FOV) reduction, a flat surface approach that disables terrain collision and maintains constant elevation for users, and SmoothRide, a novel technique designed to dampen a user's perception of vertical motion as they travel. To assess the impact of these strategies, we conducted a within-subjects study involving 61 participants. Each strategy was compared against a control condition, where users navigated across terrain without any cybersickness reduction measures in place. Cybersickness data were collected using the Fast Motion Sickness Scale (FMS) and Simulator Sickness Questionnaire (SSQ), along with galvanic skin response (GSR) data. We measured user presence using the IGroup Presence questionnaire (IPQ) and a Single-Item Presence Scale (SIP). Our findings reveal that users experienced significantly lower levels of cybersickness using SmoothRide or FOV reduction. Presence scores reported on the IPQ were statistically similar between SmoothRide and the control condition. Conversely, terrain flattening had adverse effects on user presence scores, and we could not identify a significant effect on cybersickness compared to the control. We demonstrate that SmoothRide is an effective, lightweight, configurable, and easy-to-integrate tool for reducing cybersickness in simulations featuring elevation-altering terrain.
网络晕眩症一直阻碍着许多人充分利用虚拟现实(VR)技术。先前的研究已经证实,在高程变化的虚拟地形中导航会带来很大的风险。在本文中,我们研究了三种减少晕机策略对用户在海拔变化的虚拟地形中执行导航任务的有效性。这些策略包括减少静态视场(FOV)、禁止地形碰撞并为用户保持恒定海拔的平面方法,以及旨在抑制用户在行进过程中对垂直运动感知的新型技术 SmoothRide。为了评估这些策略的影响,我们对 61 名参与者进行了主体内研究。每种策略都与对照条件进行了比较,在对照条件下,用户在没有采取任何减少晕机感措施的情况下穿越地形。我们使用快速运动晕眩量表(FMS)和模拟器晕眩问卷(SSQ)以及皮肤电反应(GSR)数据收集晕眩数据。我们使用群体临场感问卷(IPQ)和单项临场感量表(SIP)测量用户的临场感。我们的研究结果表明,使用 SmoothRide 或减少 FOV,用户的晕机程度明显降低。在 IPQ 上报告的临场感得分在统计上,SmoothRide 和对照条件下的临场感得分相似。相反,地形平坦化对用户的临场感得分产生了不利影响,而且与对照组相比,我们无法确定对晕机感的显著影响。我们证明,SmoothRide 是一种有效、轻便、可配置且易于集成的工具,可在具有海拔变化地形的模拟中减少晕机感。
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引用次数: 0
TouchMark: Partial Tactile Feedback Design for Upper Limb Rehabilitation in Virtual Reality TouchMark:用于虚拟现实中上肢康复的部分触觉反馈设计
Pub Date : 2024-09-10 DOI: 10.1109/TVCG.2024.3456173
Jingjing Zhang;Mengjie Huang;Yonglin Chen;Kai-Lun Liao;Jiajia Shi;Hai-Ning Liang;Rui Yang
The use of Virtual Reality (VR) technology, especially in medical rehabilitation, has expanded to include tactile cues along with visual stimuli. For patients with upper limb hemiplegia, tangible handles with haptic stimuli could improve their ability to perform daily activities. Traditional VR controllers are unsuitable for patient rehabilitation in VR, necessitating the design of specialized tangible handles with integrated tracking devices. Besides, matching tactile stimulation with corresponding virtual visuals could strengthen users' embodiment (i.e., owning and controlling virtual bodies) in VR, which is crucial for patients' training with virtual hands. Haptic stimuli have been shown to amplify the embodiment in VR, whereas the effect of partial tactile stimulation from tangible handles on embodiment remains to be clarified. This research, including three experiments, aims to investigate how partial tactile feedback of tangible handles impacts users' embodiment, and we proposed a design concept called TouchMark for partial tactile stimuli that could help users quickly connect the physical and virtual worlds. To evaluate users' tactile and comfort perceptions when grasping tangible handles in a non-VR setting, various handles with three partial tactile factors were manipulated in Study 1. In Study 2, we explored the effects of partial feedback using three forms of TouchMark on the embodiment of healthy users in VR, with various tangible handles, while Study 3 focused on similar investigations with patients. These handles were utilized to complete virtual food preparation tasks. The tactile and comfort perceptions of tangible handles and users' embodiment were evaluated in this research using questionnaires and interviews. The results indicate that TouchMark with haptic line and ring forms over no stimulation would significantly enhance users' embodiment, especially for patients. The low-cost and innovative TouchMark approach may assist users, particularly those with limited VR experience, in achieving the embodiment and enhancing their virtual interactive experience.
虚拟现实(VR)技术的应用,尤其是在医疗康复领域的应用,已经扩展到包括触觉提示和视觉刺激。对于上肢偏瘫患者来说,带有触觉刺激的有形手柄可以提高他们进行日常活动的能力。传统的 VR 控制器不适合患者在 VR 中进行康复治疗,因此有必要设计集成跟踪装置的专用有形手柄。此外,将触觉刺激与相应的虚拟视觉效果相匹配,可以加强用户在 VR 中的体现(即拥有和控制虚拟体),这对患者使用虚拟手进行训练至关重要。已有研究表明,触觉刺激可以增强虚拟现实中的体现,而来自有形手柄的部分触觉刺激对体现的影响仍有待明确。本研究包括三项实验,旨在研究有形手柄的部分触觉反馈如何影响用户的体现,我们提出了一个名为 TouchMark 的部分触觉刺激设计概念,可以帮助用户快速连接物理世界和虚拟世界。为了评估用户在非虚拟现实环境中抓握有形手柄时的触觉和舒适感,我们在研究 1 中操纵了带有三种局部触觉因素的各种手柄。在研究 2 中,我们使用三种形式的 TouchMark 探索了部分反馈对健康用户在 VR 中使用各种有形手柄的体现的影响,而研究 3 则侧重于对患者的类似调查。这些手柄用于完成虚拟食物准备任务。这项研究通过问卷调查和访谈对有形手柄的触感和舒适度以及用户的体现进行了评估。结果表明,与无刺激相比,带有触觉线和环形的 TouchMark 能显著增强用户的体感,尤其是对病人而言。低成本和创新的 TouchMark 方法可以帮助用户,尤其是那些虚拟现实经验有限的用户,实现体现并增强他们的虚拟互动体验。
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引用次数: 0
A Sense of Urgency on the Sense of Agency: Challenges in Evaluating Agency and Embodiment in Virtual Reality 关于代理感的紧迫感:评估虚拟现实中的代理和体现所面临的挑战。
Pub Date : 2024-09-10 DOI: 10.1109/TVCG.2024.3456139
Christopher You;Roshan Venkatakrishnan;Rohith Venkatakrishnan;Zhuoming Han;Benjamin Lok;Tabitha Peck
Control over an avatar in virtual reality can improve one's perceived sense of agency and embodiment towards their avatar. Yet, the relationship between control on agency and embodiment remains unclear. This work aims to investigate two main ideas: (1) the effectiveness of currently used metrics in measuring agency and embodiment and (2) the relationship between different levels of control on agency, embodiment, and cognitive performance. To do this, we conducted a between-participants user study with three conditions on agency ($mathrm{n}=57$). Participants embodied an avatar with one of three types of control (i.e., Low - control over head only, Medium - control over head and torso, or High - control over head, torso, and arms) and completed a Stroop test. Our results indicate that the degree of control afforded to participants impacted their embodiment and cognitive performance but, as expected, could not be detected in the self-reported agency scores. Furthermore, our results elucidated further insights into the relationship between control and embodiment, suggesting potential uncanny valley-like effects. Future work should aim to refine agency measures to better capture the effect of differing levels of control and consider other methodologies to measure agency.
控制虚拟现实中的化身可以提高人们对其化身的代入感和体现感。然而,控制权与代理和体现之间的关系仍不明确。这项工作旨在研究两个主要观点:(1) 当前使用的衡量代理和体现的指标的有效性;(2) 不同程度的控制对代理、体现和认知表现的影响。为此,我们进行了一项参与者之间的用户研究,对代理权设定了三种条件(n = 57)。参与者通过三种控制类型(即低--仅控制头部、中--控制头部和躯干、高--控制头部、躯干和手臂)中的一种来体现化身,并完成一项 Stroop 测试。我们的结果表明,参与者的控制程度会影响他们的体现和认知表现,但正如预期的那样,在自我报告的代理得分中无法检测到这一点。此外,我们的研究结果还进一步阐明了控制与体现之间的关系,暗示了潜在的不可思议山谷效应。未来的工作应旨在完善代理测量方法,以更好地捕捉不同控制水平的影响,并考虑采用其他方法来测量代理。
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引用次数: 0
Immersive Study Analyzer: Collaborative Immersive Analysis of Recorded Social VR Studies 沉浸式研究分析器:对录制的社会 VR 研究进行协作式沉浸分析。
Pub Date : 2024-09-10 DOI: 10.1109/TVCG.2024.3456146
Anton Lammert;Gareth Rendle;Felix Immohr;Annika Neidhardt;Karlheinz Brandenburg;Alexander Raake;Bernd Froehlich
Virtual Reality (VR) has become an important tool for conducting behavioral studies in realistic, reproducible environments. In this paper, we present ISA, an Immersive Study Analyzer system designed for the comprehensive analysis of social VR studies. For in-depth analysis of participant behavior, ISA records all user actions, speech, and the contextual environment of social VR studies. A key feature is the ability to review and analyze such immersive recordings collaboratively in VR, through support of behavioral coding and user-defined analysis queries for efficient identification of complex behavior. Respatialization of the recorded audio streams enables analysts to follow study participants' conversations in a natural and intuitive way. To support phases of close and loosely coupled collaboration, ISA allows joint and individual temporal navigation, and provides tools to facilitate collaboration among users at different temporal positions. An expert review confirms that ISA effectively supports collaborative immersive analysis, providing a novel and effective tool for nuanced understanding of user behavior in social VR studies.
虚拟现实(VR)已成为在逼真、可重现的环境中开展行为研究的重要工具。本文介绍的 ISA 是一种沉浸式研究分析系统,专为全面分析社会虚拟现实研究而设计。为了对参与者的行为进行深入分析,ISA 记录了所有用户行为、语音和社会 VR 研究的上下文环境。该系统的一个主要特点是,通过支持行为编码和用户定义的分析查询,能够在 VR 中协同审查和分析这些沉浸式录音,从而有效识别复杂的行为。录音音频流的空间化使分析人员能够以自然直观的方式跟踪研究参与者的对话。为了支持紧密和松散耦合的协作阶段,ISA 允许联合和单独的时空导航,并提供工具来促进不同时空位置的用户之间的协作。专家评审证实,ISA 可有效支持协作式沉浸分析,为在社会虚拟现实研究中细致入微地了解用户行为提供了一种新颖而有效的工具。
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引用次数: 0
StyleRF-VolVis: Style Transfer of Neural Radiance Fields for Expressive Volume Visualization. StyleRF-VolVis:神经辐射场的风格转移,实现富有表现力的体量可视化。
Pub Date : 2024-09-10 DOI: 10.1109/TVCG.2024.3456342
Kaiyuan Tang, Chaoli Wang

In volume visualization, visualization synthesis has attracted much attention due to its ability to generate novel visualizations without following the conventional rendering pipeline. However, existing solutions based on generative adversarial networks often require many training images and take significant training time. Still, issues such as low quality, consistency, and flexibility persist. This paper introduces StyleRF-VolVis, an innovative style transfer framework for expressive volume visualization (VolVis) via neural radiance field (NeRF). The expressiveness of StyleRF-VolVis is upheld by its ability to accurately separate the underlying scene geometry (i.e., content) and color appearance (i.e., style), conveniently modify color, opacity, and lighting of the original rendering while maintaining visual content consistency across the views, and effectively transfer arbitrary styles from reference images to the reconstructed 3D scene. To achieve these, we design a base NeRF model for scene geometry extraction, a palette color network to classify regions of the radiance field for photorealistic editing, and an unrestricted color network to lift the color palette constraint via knowledge distillation for non-photorealistic editing. We demonstrate the superior quality, consistency, and flexibility of StyleRF-VolVis by experimenting with various volume rendering scenes and reference images and comparing StyleRF-VolVis against other image-based (AdaIN), video-based (ReReVST), and NeRF-based (ARF and SNeRF) style rendering solutions.

在体量可视化领域,可视化合成因其无需遵循传统的渲染管道即可生成新颖的可视化效果而备受关注。然而,现有的基于生成式对抗网络的解决方案往往需要许多训练图像,并耗费大量的训练时间。然而,低质量、一致性和灵活性等问题依然存在。本文介绍了 StyleRF-VolVis,这是一种创新的风格转移框架,通过神经辐射场(NeRF)实现富有表现力的体积可视化(VolVis)。StyleRF-VolVis 的表现力体现在以下几个方面:准确分离底层场景的几何图形(即内容)和色彩外观(即风格);方便地修改原始渲染的色彩、不透明度和照明,同时保持各视图视觉内容的一致性;有效地将任意风格从参考图像转移到重建的三维场景。为了实现这些目标,我们设计了用于场景几何提取的基本 NeRF 模型、用于逼真编辑的辐射场区域分类调色板颜色网络,以及用于非逼真编辑的通过知识提炼解除调色板限制的无限制颜色网络。我们通过对各种体积渲染场景和参考图像进行实验,并将 StyleRF-VolVis 与其他基于图像(AdaIN)、基于视频(ReReVST)和基于 NeRF(ARF 和 SNeRF)的样式渲染解决方案进行比较,证明了 StyleRF-VolVis 的卓越品质、一致性和灵活性。
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引用次数: 0
An Exploratory Expert-Study for Multi-Type Haptic Feedback for Automotive Virtual Reality Tasks 针对汽车虚拟现实任务的多类型触觉反馈的探索性专家研究。
Pub Date : 2024-09-10 DOI: 10.1109/TVCG.2024.3456203
Alexander Achberger;Patrick Gebhardt;Michael Sedlmair
Previous research has shown that integrating haptic feedback can improve immersion and realism in automotive VR applications. However, current haptic feedback approaches primarily focus on a single feedback type. This means users must switch between devices to experience haptic stimuli for different feedback types, such as grabbing, collision, or weight simulation. This restriction limits the ability to simulate haptics realistically for complex tasks such as maintenance. To address this issue, we evaluated existing feedback devices based on our requirements analysis to determine which devices are most suitable for simulating these three feedback types. Since no suitable haptic feedback system can simulate all three feedback types simultaneously, we evaluated which devices can be combined. Based on that, we devised a new multi-type haptic feedback system combining three haptic feedback devices. We evaluated the system with different feedback-type combinations through a qualitative expert study involving twelve automotive VR experts. The results showed that combining weight and collision feedback yielded the best and most realistic experience. The study also highlighted technical limitations in current grabbing devices. Our findings provide insights into the effectiveness of haptic device combinations and practical boundaries for automotive virtual reality tasks.
以往的研究表明,在汽车 VR 应用中集成触觉反馈可以提高沉浸感和逼真度。然而,目前的触觉反馈方法主要侧重于单一反馈类型。这意味着用户必须在不同设备之间切换,才能体验到不同反馈类型的触觉刺激,如抓取、碰撞或重量模拟。这种限制限制了为复杂任务(如维护)真实模拟触觉的能力。为了解决这个问题,我们根据需求分析评估了现有的反馈设备,以确定哪些设备最适合模拟这三种反馈类型。由于没有一种合适的触觉反馈系统可以同时模拟所有三种反馈类型,因此我们评估了哪些设备可以组合使用。在此基础上,我们设计了一种结合了三种触觉反馈设备的新型多类型触觉反馈系统。我们通过一项由 12 位汽车虚拟现实专家参与的定性专家研究,对该系统的不同反馈类型组合进行了评估。结果表明,将重量和碰撞反馈结合起来能产生最好、最逼真的体验。研究还强调了当前抓取设备的技术局限性。我们的研究结果为汽车虚拟现实任务中触觉设备组合的有效性和实用边界提供了见解。
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引用次数: 0
Depth Perception in Optical See-Through Augmented Reality: Investigating the Impact of Texture Density, Luminance Contrast, and Color Contrast 光学透视增强现实中的深度感知:调查纹理密度、亮度对比和色彩对比的影响
Pub Date : 2024-09-10 DOI: 10.1109/TVCG.2024.3456162
Chaochao Liu;Shining Ma;Yue Liu;Yongtian Wang;Weitao Song
The immersive augmented reality (AR) system necessitates precise depth registration between virtual objects and the real scene. Prior studies have emphasized the efficacy of surface texture in providing depth cues to enhance depth perception across various media, including the real scene, virtual reality, and AR. However, these studies predominantly focus on black-and-white textures, leaving a gap in understanding the effectiveness of colored textures. To address this gap and further explore texture-related factors in AR, a series of experiments were conducted to investigate the effects of different texture cues on depth perception using the perceptual matching method. Findings indicate that the absolute depth error increases with decreasing contrast under black-and-white texture. Moreover, textures with higher color contrast also contribute to enhanced accuracy of depth judgments in AR. However, no significant effect of texture density on depth perception was observed. The findings serve as a theoretical reference for texture design in AR, aiding in the optimization of virtual-real registration processes.
沉浸式增强现实(AR)系统需要在虚拟物体和真实场景之间进行精确的深度注册。先前的研究强调了表面纹理在提供深度线索方面的功效,以增强各种媒体(包括真实场景、虚拟现实和 AR)的深度感知。为了弥补这一不足并进一步探索 AR 中与纹理相关的因素,我们进行了一系列实验,使用知觉匹配法研究不同纹理线索对深度知觉的影响。研究结果表明,在黑白纹理下,绝对深度误差会随着对比度的降低而增加。此外,色彩对比度较高的纹理也有助于提高 AR 深度判断的准确性。然而,纹理密度对深度知觉没有明显影响。这些发现为 AR 中的纹理设计提供了理论参考,有助于优化虚拟现实注册过程。
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引用次数: 0
Gaze-Contingent Layered Optical See-Through Displays with a Confidence-Driven View Volume 具有置信度视场的分层光学透视显示器。
Pub Date : 2024-09-10 DOI: 10.1109/TVCG.2024.3456204
Christoph Ebner;Alexander Plopski;Dieter Schmalstieg;Denis Kalkofen
The vergence-accommodation conflict (VAC) presents a major perceptual challenge for head-mounted displays with a fixed image plane. Varifocal and layered display designs can mitigate the VAC. However, the image quality of varifocal displays is affected by imprecise eye tracking, whereas layered displays suffer from reduced image contrast as the distance between layers increases. Combined designs support a larger workspace and tolerate some eye-tracking error. However, any layered design with a fixed layer spacing restricts the amount of error compensation and limits the in-focus contrast. We extend previous hybrid designs by introducing confidence-driven volume control, which adjusts the size of the view volume at runtime. We use the eye tracker's confidence to control the spacing of display layers and optimize the trade-off between the display's view volume and the amount of eye tracking error the display can compensate. In the case of high-quality focus point estimation, our approach provides high in-focus contrast, whereas low-quality eye tracking increases the view volume to tolerate the error. We describe our design, present its implementation as an optical-see head-mounted display using a multiplicative layer combination, and present an evaluation comparing our design with previous approaches.
会聚-适应冲突(VAC)是固定图像平面头戴式显示器面临的一大感知挑战。变焦和分层显示设计可以缓解 VAC。然而,变焦显示屏的图像质量会受到不精确眼球跟踪的影响,而分层显示屏则会随着层间距离的增加而降低图像对比度。组合式设计支持更大的工作空间,并能容忍一定的眼动跟踪误差。然而,任何具有固定层间距的分层设计都会限制误差补偿量,并限制焦内对比度。我们扩展了之前的混合设计,引入了信心驱动的体积控制,在运行时调整视图体积的大小。我们利用眼动追踪器的置信度来控制显示层的间距,并优化显示屏视图体积与显示屏可补偿的眼动追踪误差之间的权衡。在高质量聚焦点估计的情况下,我们的方法可提供较高的聚焦对比度,而低质量眼动追踪则会增加视图体积以容忍误差。我们描述了我们的设计,介绍了使用乘法层组合作为光学视像头戴式显示器的实现方法,并对我们的设计与之前的方法进行了评估比较。
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引用次数: 0
Exploring and Modeling Directional Effects on Steering Behavior in Virtual Reality 探索和模拟虚拟现实技术对转向行为的方向性影响
Pub Date : 2024-09-10 DOI: 10.1109/TVCG.2024.3456166
Yushi Wei;Kemu Xu;Yue Li;Lingyun Yu;Hai-Ning Liang
Steering is a fundamental task in interactive Virtual Reality (VR) systems. Prior work has demonstrated that movement direction can significantly influence user behavior in the steering task, and different interactive environments (VEs) can lead to various behavioral patterns, such as tablets and PCs. However, its impact on VR environments remains unexplored. Given the widespread use of steering tasks in VEs, including menu adjustment and object manipulation, this work seeks to understand and model the directional effect with a focus on barehand interaction, which is typical in VEs. This paper presents the results of two studies. The first study was conducted to collect behavioral data with four categories: movement time, average movement speed, success rate, and reenter times. According to the results, we examined the effect of movement direction and built the SθModel. We then empirically evaluated the model through the data collected from the first study. The results proved that our proposed model achieved the best performance across all the metrics (r2 > 0.95), with more than 15% improvement over the original Steering Law in terms of prediction accuracy. Next, we further validated the SθModel by another study with the change of device and steering direction. Consistent with previous assessments, the model continues to exhibit optimal performance in both predicting movement time and speed. Finally, based on the results, we formulated design recommendations for steering tasks in VEs to enhance user experience and interaction efficiency.
转向是交互式虚拟现实(VR)系统中的一项基本任务。先前的研究表明,移动方向会显著影响用户在转向任务中的行为,不同的交互环境(VE)会导致不同的行为模式,如平板电脑和个人电脑。然而,其对 VR 环境的影响仍有待探索。鉴于转向任务(包括菜单调整和物体操作)在 VE 中的广泛应用,本研究试图了解方向效应并建立模型,重点关注 VE 中典型的徒手交互。本文介绍了两项研究的结果。第一项研究收集了四类行为数据:移动时间、平均移动速度、成功率和重新输入时间。根据结果,我们研究了移动方向的影响,并建立了 Sθ 模型。然后,我们通过第一次研究收集的数据对模型进行了实证评估。结果证明,我们提出的模型在所有指标上都达到了最佳性能(r2 > 0.95),在预测准确率方面比原来的转向法提高了 15%以上。接下来,我们通过另一项改变设备和转向方向的研究进一步验证了 Sθ 模型。与之前的评估结果一致,该模型在预测运动时间和速度方面继续表现出最佳性能。最后,根据研究结果,我们为虚拟现实设备中的转向任务提出了设计建议,以提高用户体验和交互效率。
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引用次数: 0
Filtering on the Go: Effect of Filters on Gaze Pointing Accuracy During Physical Locomotion in Extended Reality 在行进中过滤:在扩展现实中进行物理运动时,过滤器对凝视指向准确性的影响
Pub Date : 2024-09-10 DOI: 10.1109/TVCG.2024.3456153
Pavel Manakhov;Ludwig Sidenmark;Ken Pfeuffer;Hans Gellersen
Eye tracking filters have been shown to improve accuracy of gaze estimation and input for stationary settings. However, their effectiveness during physical movement remains underexplored. In this work, we compare common online filters in the context of physical locomotion in extended reality and propose alterations to improve them for on-the-go settings. We conducted a computational experiment where we simulate performance of the online filters using data on participants attending visual targets located in world-, path-, and two head-based reference frames while standing, walking, and jogging. Our results provide insights into the filters' effectiveness and factors that affect it, such as the amount of noise caused by locomotion and differences in compensatory eye movements, and demonstrate that filters with saccade detection prove most useful for on-the-go settings. We discuss the implications of our findings and conclude with guidance on gaze data filtering for interaction in extended reality.
研究表明,眼动跟踪滤波器可以提高静止环境下注视估计和输入的准确性。然而,它们在物理运动中的有效性仍未得到充分探索。在这项工作中,我们比较了在扩展现实中物理运动背景下的常见在线滤镜,并提出了改进措施,以提高它们在移动环境中的效果。我们进行了一项计算实验,利用参与者在站立、行走和慢跑时注意位于世界、路径和两个基于头部的参考框架中的视觉目标的数据,模拟在线过滤器的性能。我们的结果让我们深入了解了滤波器的有效性以及影响其有效性的因素,如运动造成的噪音量和眼球运动补偿的差异,并证明了具有囊状动作检测功能的滤波器在随身环境中最为有用。我们讨论了研究结果的意义,最后提出了在扩展现实中进行交互的凝视数据过滤指南。
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引用次数: 0
期刊
IEEE transactions on visualization and computer graphics
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