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Investigating visual determinants of visuomotor performance in virtual reality
Displays ( IF 4.3 ) Pub Date : 2024-01-22 , DOI: 10.1016/j.displa.2024.102655
Ken McAnally , Guy Wallis , Philip Grove

We report the relative efficiency of visually guided movement in virtual reality (VR) compared to that in the real world using a standardised visuomotor task based on Fitts’ tapping. Haptic cues were veridical across both displays to ensure that any differences in performance could be attributed to characteristics of the visual display. The presence of binocular cues, and of monocular surface texture and motion parallax cues was manipulated across four ordinal visual conditions: binocular + texture + motion, monocular + texture + motion, monocular + motion, monocular. Binocular cues were found to have a similar benefit for VR and real-world performance. Surface texture cues were found to have no benefit for either display. Motion parallax cues were found to have a similar benefit for VR and real-world performance. Overall, task performance in VR was lower than in the real world due to both a slowing of movements and a decrease in their precision. Taken together, these results did not provide evidence for deficiencies in the presentation of binocular, texture or motion parallax cues in VR and suggests a non-visual locus for the deficit in visuomotor performance in VR. Limitations in the accuracy and precision of hand tracking are sufficient to explain the observed decrement in performance in VR.

中文翻译:

研究虚拟现实中视觉运动表现的视觉决定因素

我们使用基于 Fitts 敲击的标准化视觉运动任务,报告了虚拟现实 (VR) 中视觉引导运动与现实世界中视觉引导运动的相对效率。两个显示器上的触觉提示都是真实的,以确保性能上的任何差异都可以归因于视觉显示器的特征。双眼线索以及单眼表面纹理和运动视差线索的存在是在四种顺序视觉条件下进行操纵的:双眼+纹理+运动、单眼+纹理+运动、单眼+运动、单眼。研究发现,双目线索对于 VR 和现实世界的表现具有类似的好处。研究发现表面纹理线索对这两种显示器都没有好处。人们发现运动视差提示对 VR 和现实世界的性能具有类似的好处。总体而言,由于运动减慢和精度下降,VR 中的任务表现低于现实世界。总而言之,这些结果并没有提供 VR 中双眼、纹理或运动视差线索呈现缺陷的证据,并表明 VR 中视觉运动性能缺陷的非视觉轨迹。手部追踪的准确性和精度的限制足以解释观察到的 VR 性能下降。
更新日期:2024-01-22
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