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Geometric Calibration of Head-Mounted Displays and its Effects on Distance Estimation

机译:头戴式显示器的几何校准及其对距离估计的影响

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Headȁ3;mounted displays (HMDs) allow users to observe virtual environments (VEs) from an egocentric perspective. However, several experiments have provided evidence that egocentric distances are perceived as compressed in VEs relative to the real world. Recent experiments suggest that the virtual view frustum set for rendering the VE has an essential impact on the userȁ9;s estimation of distances. In this article we analyze if distance estimation can be improved by calibrating the view frustum for a given HMD and user. Unfortunately, in an immersive virtual reality (VR) environment, a full per user calibration is not trivial and manual per user adjustment often leads to miniȁ3; or magnification of the scene. Therefore, we propose a novel per user calibration approach with optical seeȁ3;through displays commonly used in augmented reality (AR). This calibration takes advantage of a geometric scheme based on 2D point ȁ3; 3D line correspondences, which can be used intuitively by inexperienced users and requires less than a minute to complete. The required user interaction is based on taking aim at a distant target marker with a close marker, which ensures nonȁ3;planar measurements covering a large area of the interaction space while also reducing the number of required measurements to five. We found the tendency that a calibrated view frustum reduced the average distance underestimation of users in an immersive VR environment, but even the correctly calibrated view frustum could not entirely compensate for the distance underestimation effects.
机译:头戴式3头戴式显示器(HMD)允许用户从以自我为中心的角度观察虚拟环境(VE)。然而,一些实验提供了证据,即以自我为中心的距离被认为是相对于现实世界在VE中被压缩的。最近的实验表明,用于渲染VE的虚拟视锥台对用户的距离估计具有重要影响。在本文中,我们分析了是否可以通过针对给定的HMD和用户校准视锥来改善距离估计。不幸的是,在身临其境的虚拟现实(VR)环境中,对每个用户进行完整的校准并非易事,而对每个用户进行手动调整通常会导致miniȁ3。或场景的放大倍数。因此,我们提出了一种新颖的每用户校准方法,该方法具有光学见ȁ3;通过增强现实(AR)中常用的显示器进行。该校准利用了基于2D点ȁ3的几何方案。 3D线对应,没有经验的用户可以直观地使用,并且只需不到一分钟即可完成。所需的用户交互是基于瞄准带有封闭标记的远距离目标标记,从而确保非≥3的平面测量覆盖了很大的交互空间区域,同时还将所需的测量数量减少到五个。我们发现,在沉浸式VR环境中,经过校准的视锥平头会减少用户的平均距离低估,但即使经过正确校准的视锥也不能完全弥补距离低估的影响。

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