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首页> 外文期刊>ACM Transactions on Graphics >In the Blink of an Eye - Leveraging Blink-Induced Suppression for Imperceptible Position and Orientation Redirection in Virtual Reality
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In the Blink of an Eye - Leveraging Blink-Induced Suppression for Imperceptible Position and Orientation Redirection in Virtual Reality

机译:眨眼之间-利用眨眼诱导的虚拟现实中不可感知的位置和方向重定向的抑制

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摘要

Immersive computer-generated environments (aka virtual reality, VR) are limited by the physical space around them, e.g., enabling natural walking in VR is only possible by perceptually-inspired locomotion techniques such as redirected walking (RDW). We introduce a completely new approach to imperceptible position and orientation redirection that takes advantage of the fact that even healthy humans are functionally blind for circa ten percent of the time under normal circumstances due to motor processes preventing light from reaching the retina (such as eye blinks) or perceptual processes suppressing degraded visual information (such as blink-induced suppression). During such periods of missing visual input, change blindness occurs, which denotes the inability to perceive a visual change such as the motion of an object or self-motion of the observer. We show that this phenomenon can be exploited in VR by synchronizing the computer graphics rendering system with the human visual processes for imperceptible camera movements, in particular to implement position and orientation redirection. We analyzed human sensitivity to such visual changes with detection thresholds, which revealed that commercial off-the-shelf eye trackers and head-mounted displays suffice to translate a user by circa 4 - 9 cm and rotate the user by circa 2 - 5 degrees in any direction, which could be accumulated each time the user blinks. Moreover, we show the potential for RDW, whose performance could be improved by approximately 50 % when using our technique.
机译:沉浸式计算机生成的环境(又名虚拟现实,VR)受其周围物理空间的限制,例如,只有通过感知启发式运动技术(例如重定向步行(RDW))才能在VR中实现自然行走。我们引入了一种全新的方法来感知位置和方向的重定向,该方法利用了以下事实:即使是健康的人,在正常情况下由于运动过程也会阻止光到达视网膜(例如眨眼),在大约10%的时间内在功能上失明)或抑制视觉信息质量下降的感知过程(例如眨眼诱发的抑制)。在缺少视觉输入的此类时段内,会发生变化失明,这表示无法感知视觉变化,例如物体的运动或观察者的自我运动。我们表明,通过将计算机图形渲染系统与人类视觉过程同步以实现不可见的相机运动,尤其是实现位置和方向重定向,可以在VR中利用此现象。我们通过检测阈值分析了人类对此类视觉变化的敏感度,这表明商用现成的眼动仪和头戴式显示器足以将用户平移约4-9 cm,并在旋转时将用户旋转约2-5度。任何方向,每次用户眨眼时都可以累积。此外,我们展示了RDW的潜力,使用我们的技术时,RDW的性能可以提高大约50%。

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