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Design and Evaluation of Visualization Techniques of Off-Screen and Occluded Targets in Virtual Reality Environments

机译:虚拟现实环境中偏离屏幕和闭塞目标的可视化技术的设计与评估

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This research explores the design and evaluation of visualization techniques of targets that reside outside of users' view and/or are occluded by other elements within a virtual reality environment (VE). We first compare four techniques (3DWedge, 3DArrow, 3DMinimap, and Radar) that use different types of visual elements to provide direction and distance information of targets. To give structure to their evaluation, we also develop a framework of four tasks (one for direction and three for distance) and their assessment criteria. The results of the first study show that 3DWedge is the best-performing and most usable technique. However, all techniques, including 3DWedge, have poor performance in dense scenarios with a large number of targets. To improve support in dense scenarios, a fifth technique, 3DWedge+, is developed by using 3DWedge as its foundation and including additional visual elements that are derived from the other three techniques which are shown to be useful. A second study is conducted to evaluate the performance of 3DWedge+ in relation to the other techniques. The results show that both 3DWedge and 3DWedge+ are significantly better in distinguishing user-to-target distance and that 3DWedge+ is particularly suitable for dense scenarios. Based on these results, we provide a set of recommendations for the design of visualization techniques of off-screen and occluded targets in 3D VE.
机译:该研究探讨了驻留在用户视图之外的目标的可视化技术的设计和评估,和/或被虚拟现实环境(VE)内的其他元素封闭。我们首先比较四种技术(3DWEGED,3DARROW,3DMINIMAP和雷达),它使用不同类型的可视元素来提供目标的方向和距离信息。为了使结构进行评估,我们还开发了四个任务的框架(一个方向和三个距离)及其评估标准。第一项研究的结果表明3DWEGED是表现最佳,最可用的技术。但是,所有技术,包括3DWEGGE,在具有大量目标的密集方案中表现不佳。为了提高密集方案的支持,通过使用3DWedge作为其基础,开发了第五种技术,3DWEGED +,包括从显示有用的其他三种技术导出的额外视觉元素。进行第二项研究以评估3DWEDGE +与其他技术的性能。结果表明,在区分用户到目标距离和3DWedge +特别适用于密集方案时,3DWEGGE和3DWEDGE +明显更好。根据这些结果,我们为3D VE中的屏幕上和遮挡目标的可视化技术设计提供了一套建议。

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