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首页> 外文期刊>ACM transactions on applied perception >Perceptual Guidelines for Optimizing Field of View in Stereoscopic Augmented Reality Displays
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Perceptual Guidelines for Optimizing Field of View in Stereoscopic Augmented Reality Displays

机译:优化立体增强现实显示器视场的感知指南

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Near-eye display systems for augmented reality (AR) aim to seamlessly merge virtual content with the user's view of the real-world. A substantial limitation of current systems is that they only present virtual content over a limited portion of the user's natural field of view (FOV). This limitation reduces the immersion and utility of these systems. Thus, it is essential to quantify FOV coverage in AR systems and understand how to maximize it. It is straightforward to determine the FOV coverage for monocular AR systems based on the system architecture. However, stereoscopic AR systems that present 3D virtual content create a more complicated scenario because the two eyes' views do not always completely overlap. The introduction of partial binocular overlap in stereoscopic systems can potentially expand the perceived horizontal FOV coverage, but it can also introduce perceptual nonuniformity artifacts. In this arrticle, we first review the principles of binocular FOV overlap for natural vision and for stereoscopic display systems. We report the results of a set of perceptual studies that examine how different amounts and types of horizontal binocular overlap in stereoscopic AR systems influence the perception of nonuniformity across the FOV. We then describe how to quantify the horizontal FOV in stereoscopic AR when taking 3D content into account. We show that all stereoscopic AR systems result in a variable horizontal FOV coverage and variable amounts of binocular overlap depending on fixation distance. Taken together, these results provide a framework for optimizing perceived FOV coverage and minimizing perceptual artifacts in stereoscopic AR systems for different use cases.
机译:用于增强现实 (AR) 的近眼显示系统旨在将虚拟内容与用户对现实世界的视图无缝融合。当前系统的一个重大局限性是,它们只能在用户自然视野 (FOV) 的有限部分上呈现虚拟内容。这种限制降低了这些系统的沉浸感和实用性。因此,必须量化 AR 系统中的 FOV 覆盖范围并了解如何最大化它。根据系统架构确定单目AR系统的FOV覆盖范围非常简单。然而,呈现 3D 虚拟内容的立体 AR 系统创造了一个更复杂的场景,因为两只眼睛的视角并不总是完全重叠。在立体系统中引入部分双目重叠可能会扩大感知的水平 FOV 覆盖范围,但它也可能引入感知不均匀性伪影。本文首先回顾了自然视觉和立体显示系统中双目视场重叠的原理。我们报告了一组感知研究的结果,这些研究研究了立体AR系统中不同数量和类型的水平双目重叠如何影响整个FOV的不均匀性感知。然后,我们描述了在考虑 3D 内容时如何量化立体 AR 中的水平 FOV。我们表明,所有立体 AR 系统都会根据注视距离产生可变的水平 FOV 覆盖范围和可变数量的双眼重叠。综上所述,这些结果提供了一个框架,用于优化感知 FOV 覆盖范围,并最大限度地减少不同用例的立体 AR 系统中的感知伪影。

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