在不同视场的虚拟和增强现实中,眼睛注视优于头部注视

Jonas Blattgerste, Patrick Renner, Thies Pfeiffer
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引用次数: 109

摘要

目前使用虚拟和增强现实(VR/AR)头戴式显示器进行免提选择的最佳做法是使用头部凝视来瞄准和停留时间,或者点击来触发选择。新的VR和AR设备有一个可观察到的趋势,即集成了眼球追踪单元,以改善渲染,提供注意力分析或社交互动的手段。眼睛注视已经成功地用于其他领域的人机交互,主要是在台式计算机上。在VR/AR系统中,通过眼睛瞄准比通过头部瞄准要快得多,也不那么费力。为了评估基于眼睛凝视的交互方法在VR和AR中的益处,我们比较了通过头部凝视瞄准和通过眼睛凝视瞄准。我们发现,在速度、任务负荷、所需的头部运动和用户偏好方面,眼睛凝视优于头部凝视。我们进一步表明,眼睛注视的优势随着视场尺寸的增大而进一步增加。
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Advantages of eye-gaze over head-gaze-based selection in virtual and augmented reality under varying field of views
The current best practice for hands-free selection using Virtual and Augmented Reality (VR/AR) head-mounted displays is to use head-gaze for aiming and dwell-time or clicking for triggering the selection. There is an observable trend for new VR and AR devices to come with integrated eye-tracking units to improve rendering, to provide means for attention analysis or for social interactions. Eye-gaze has been successfully used for human-computer interaction in other domains, primarily on desktop computers. In VR/AR systems, aiming via eye-gaze could be significantly faster and less exhausting than via head-gaze. To evaluate benefits of eye-gaze-based interaction methods in VR and AR, we compared aiming via head-gaze and aiming via eye-gaze. We show that eye-gaze outperforms head-gaze in terms of speed, task load, required head movement and user preference. We furthermore show that the advantages of eye-gaze further increase with larger FOV sizes.
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