头部锁定、世界锁定还是共形减弱现实?针对闭塞场景下行人安全的不同 AR 解决方案的研究

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-05-27 DOI:10.1007/s10055-024-01017-9
Joris Peereboom, Wilbert Tabone, Dimitra Dodou, Joost de Winter
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引用次数: 0

摘要

行人与汽车之间的许多碰撞事故都是由于能见度低造成的,例如被停在路边的车辆遮挡。增强现实(AR)可以帮助避免这一问题,但增强信息需要在多大程度上嵌入到世界中还不得而知。在这项使用头戴式显示器(HMD)的虚拟现实实验中,28 名参与者在车辆从停放车辆后方驶来的场景中接触了 AR 设计。实验条件包括锁定头部的被遮挡区域实时视频源,即固定在 HMD 视图中的特定位置(VideoHead)、显示街道对面的全球锁定视频源(VideoStreet)以及两种保形减弱现实设计:被遮挡车辆上的透视显示(VideoSeeThrough)和将被遮挡车辆做成半透明的解决方案(TransparentVehicle)。没有增强信息的基线条件作为参考。此外,在视频头(VideoHead)和视频街(VideoStreet)条件下,分别测试了是否添加了指示接近车辆位置的引导箭头。参与者共进行了 42 次测试,每次 6 个条件,在此期间,他们必须在感觉安全时按住一个键才能通过马路。按键百分比和附加调查问卷的反馈显示,现实感减弱的 "透明车辆 "和 "视频透视 "设计最受欢迎,而 "视频头 "解决方案则引起了一些不适和不满。对头部偏转角度的分析表明,VideoHead 和 VideoStreet 会使注意力分散到屏幕和驶来的车辆上。引导箭头的使用并没有带来明显的附加值。具有高度局部嵌入性的增强现实技术设计有利于解决过马路时的遮挡问题。不过,也不能立即否定锁定头部的解决方案,因为根据文献资料,这种解决方案也可用于需要突出警告或指示的任务。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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Head-locked, world-locked, or conformal diminished-reality? An examination of different AR solutions for pedestrian safety in occluded scenarios

Many collisions between pedestrians and cars are caused by poor visibility, such as occlusion by a parked vehicle. Augmented reality (AR) could help to prevent this problem, but it is unknown to what extent the augmented information needs to be embedded into the world. In this virtual reality experiment with a head-mounted display (HMD), 28 participants were exposed to AR designs, in a scenario where a vehicle approached from behind a parked vehicle. The experimental conditions included a head-locked live video feed of the occluded region, meaning it was fixed in a specific location within the view of the HMD (VideoHead), a world-locked video feed displayed across the street (VideoStreet), and two conformal diminished reality designs: a see-through display on the occluding vehicle (VideoSeeThrough) and a solution where the occluding vehicle has been made semi-transparent (TransparentVehicle). A Baseline condition without augmented information served as a reference. Additionally, the VideoHead and VideoStreet conditions were each tested with and without the addition of a guiding arrow indicating the location of the approaching vehicle. Participants performed 42 trials, 6 per condition, during which they had to hold a key when they felt safe to cross. The keypress percentages and responses from additional questionnaires showed that the diminished-reality TransparentVehicle and VideoSeeThrough designs came out most favourably, while the VideoHead solution caused some discomfort and dissatisfaction. An analysis of head yaw angle showed that VideoHead and VideoStreet caused divided attention between the screen and the approaching vehicle. The use of guiding arrows did not contribute demonstrable added value. AR designs with a high level of local embeddedness are beneficial for addressing occlusion problems when crossing. However, the head-locked solutions should not be immediately dismissed because, according to the literature, such solutions can serve tasks where a salient warning or instruction is beneficial.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
期刊最新文献
Virtual reality: towards a better prediction of full body illusion — a mediation model for healthy young women Publisher Correction: Cybersickness with passenger VR in the aircraft: influence of turbulence and VR content Using in situ research-based design to explore learning module effectiveness and usability in a virtual reality system for workforce training The use of CNNs in VR/AR/MR/XR: a systematic literature review Exploring the user’s gaze during product evaluation through the semantic differential: a comparison between virtual reality and photorealistic images
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