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Comparison of gaze accuracy and precision in real-world and virtual reality

机译:实际和虚拟现实中凝视精度和精度的比较

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摘要

Virtual reality (VR) is popular across many fields and is increasingly used in sports as a training tool. The reason, therefore, is recently improved display technologies, more powerful computation capacity, and lower costs of head-mounted displays for VR. As in the real-world (R), visual effects are the most important stimulus provided by VR. However, it has not been demonstrated whether the gaze behavior would achieve the same level in VR as in R. This information will be important for the development of applications or software in VR. Therefore, several tasks were designed to analyze the gaze accuracy and gaze precision using eye-tracking devices in R and VR. 21 participants conducted three eye-movement tasks in sequence: gaze at static targets, tracking a moving target, and gaze at targets at different distances. To analyze the data, an averaged distance with root mean square was calculated between the coordinates of each target and the recorded gaze points for each task. In gaze accuracy, the results showed no significant differences between R and VR in gaze at static targets (1 m distance, p > 0.05) and small significant differences at targets placed at different distances (p < 0.05), as well as large differences in tracking the moving target (p < 0.05). The precision in VR is significantly worse compared to R in all tasks with static gaze targets (p < 0.05). On the whole, this study gives a first insight into comparing foveal vision, especially gaze accuracy and precision between R and VR, and can, therefore, serve as a reference for the development of VR applications in the future.
机译:虚拟现实(VR)在许多领域都很受欢迎,并越来越多地作为一种训练工具应用于体育运动中。因此,原因在于最近改进的显示技术、更强大的计算能力以及VR头戴式显示器的更低成本。与现实世界(R)一样,视觉效果是虚拟现实提供的最重要的刺激。然而,还没有证明凝视行为在虚拟现实中是否能达到与R中相同的水平。这些信息对于虚拟现实中应用程序或软件的开发非常重要。因此,我们设计了几个任务来分析在R和VR中使用眼睛跟踪设备的注视精度和注视精度。21名参与者依次进行了三项眼动任务:凝视静态目标、跟踪移动目标和凝视不同距离的目标。为了分析数据,计算每个目标坐标与每个任务记录的注视点之间的均方根平均距离。在凝视准确度方面,研究结果显示,R和VR在凝视静态目标(1米距离,p>0.05)方面没有显著差异,在不同距离放置的目标上没有显著差异(p<0.05),在跟踪运动目标方面也有显著差异(p<0.05)。在静态凝视目标的所有任务中,VR的精确度明显低于R(p<0.05)。总体而言,本研究首次比较了R和VR的中心凹视觉,尤其是凝视准确度和精确度,因此可以为未来VR应用的发展提供参考。

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