宽视场和高保真视觉场景对导航行为的影响

S. Lessels, R. Ruddle
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引用次数: 19

摘要

人们在虚拟环境(ve)中导航时经常遇到的困难是众所周知的。通常,这些困难是根据性能来量化的(例如,在遵循路径时所花费的时间或所犯的错误数量),这些数据用于将虚拟现实中的导航与等效的现实环境进行比较。然而,任何性能差异的一个重要原因是人们导航行为的变化。本文报告了一项研究,调查了视觉场景保真度和视场(FOV)对导航搜索任务中参与者行为的影响,以帮助确定有效VE导航所需的保真度阈值。使用宽视场(144度)时,参与者花在VE上的时间明显更多,而使用正常视场(48度)的参与者花在一个地方计划旅行的时间明显更长。此外,使用宽视场和高保真场景的参与者更接近于“完美”地进行搜索(每个地方访问一次)。在早期的一项真实世界的研究中,参与者完美地完成了93%的搜索,并在移动时计划好了旅行地点。因此,导航具有宽视场的高保真度VE增加了VE与现实世界导航行为之间的相似性,这对VE设计和理解人类导航都具有重要意义。对参与者在非完美搜索过程中所犯错误的详细分析强调了两种fov之间的巨大差异。在窄视场中,参与者经常经过目标而不会出现在显示器上,而在宽视场中,目标显示在参与者的侧面,整个视场通常不会被搜索,这表明这种宽视场显示对人类视觉注意力的要求存在问题。
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Changes in Navigational Behaviour Produced by a Wide Field of View and a High Fidelity Visual Scene
The difficulties people frequently have navigating in virtual environments (VEs) are well known. Usually these difficulties are quantified in terms of performance (e.g., time taken or number of errors made in following a path), with these data used to compare navigation in VEs to equivalent real-world settings. However, an important cause of any performance differences is changes in people's navigational behaviour. This paper reports a study that investigated the effect of visual scene fidelity and field of view (FOV) on participants' behaviour in a navigational search task, to help identify the thresholds of fidelity that are required for efficient VE navigation. With a wide FOV (144 degrees), participants spent significantly larger proportion of their time travelling through the VE, whereas participants who used a normal FOV (48 degrees) spent significantly longer standing in one place planning where to travel. Also, participants who used a wide FOV and a high fidelity scene came significantly closer to conducting the search "perfectly" (visiting each place once). In an earlier real-world study, participants completed 93% of their searches perfectly and planned where to travel while they moved. Thus, navigating a high fidelity VE with a wide FOV increased the similarity between VE and real-world navigational behaviour, which has important implications for both VE design and understanding human navigation. Detailed analysis of the errors that participants made during their non-perfect searches highlighted a dramatic difference between the two FOVs. With a narrow FOV participants often travelled right past a target without it appearing on the display, whereas with the wide FOV targets that were displayed towards the sides of participants overall FOV were often not searched, indicating a problem with the demands made by such a wide FOV display on human visual attention.
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