首页> 美国卫生研究院文献>i-Perception >Differences in Three Vection Indices (Latency Duration and Magnitude) Induced by Camera-Moving and Object-Moving in a Virtual Computer Graphics World Despite Similarity in the Retinal Images
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Differences in Three Vection Indices (Latency Duration and Magnitude) Induced by Camera-Moving and Object-Moving in a Virtual Computer Graphics World Despite Similarity in the Retinal Images

机译:在虚拟计算机图形世界中相机移动和对象移动引起的三个辅助指数(延迟持续时间和幅度)的差异尽管视网膜图像中的相似之处

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摘要

To create a self-motion (vection) situation in three-dimensional computer graphics (CG), there are mainly two ways: moving a camera toward an object (“camera moving”) or by moving the object and its surrounding environment toward the camera (“object moving”). As both methods vary considerably in the amount of computer calculations involved in generating CG, knowing how each method affects self-motion perception should be important to CG-creators and psychologists. Here, we simulated self-motion in a virtual three-dimensional CG-world, without stereoscopic disparity, which correctly reflected the lighting and glare. Self-motion was induced by “camera moving” or by “object moving,” which in the present experiments was done by moving a tunnel surrounding the camera toward the camera. This produced two retinal images that were virtually identical in Experiment 1 and very similar in Experiments 2 and 3. The stimuli were presented on a large plasma display to 15 naive participants and induced substantial vection. Three experiments comparing vection strength between the two methods found weak but significant differences. The results suggest that when creating CG visual experiences, “camera-moving” induces stronger vection.
机译:要在三维计算机图形(CG)中创建自动运动(Vection)情况(CG),主要有两种方式:将相机移动到物体(“摄像机移动”)或通过将物体及其周围环境移动到相机(“对象移动”)。由于这两种方法在生成CG所涉及的计算机计算量方面都有所不同,因此知道每个方法如何影响自我运动感知,对CG创造者和心理学家都应该重要。在这里,我们在虚拟三维CG-世界中模拟自动运动,没有立体差异,正确地反映了照明和眩光。通过“相机移动”或“物体移动”引起自动运动,在本实验中通过将围绕相机朝向相机的隧道移动来完成。这产生了两个在实验1中几乎相同的视网膜图像,在实验2和3中非常相似。在大等离子体显示器上呈现给15天真的参与者并诱导显着的方向。三个实验比较两种方法之间的转向强度发现弱而显着差异。结果表明,在创建CG视觉体验时,“相机移动”诱导更强的向往。

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