Measurement Protocols for Medium-Field Distance Perception in Large-Screen Immersive Displays

Measurement Protocols for Medium-Field Distance Perception in Large-Screen Immersive Displays
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大屏幕沉浸式显示器中场距离感知的测量协议

DOI:
10.1109/vr.2009.4811007
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发表时间:
2009
期刊:
2009 IEEE Virtual Reality Conference
影响因子:
--
通讯作者:
O. Staadt
O. Staadt
中科院分区:
--
文献类型:
--
作者:
Eric Klein;J. Swan;G. Schmidt;M. Livingston;O. Staadt

文献摘要

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虚拟环境的使用者如何感知虚拟空间?许多实验已经探索了这个问题,但其中大多数都使用了头戴式沉浸式显示器。本文报道了一项实验,研究了大屏幕沉浸式显示器在2至15米的中场距离。实验测量了以自我为中心的深度判断在一个洞穴,瓷砖显示墙,和现实世界的户外领域作为控制条件。我们仔细地对室外场地进行建模,使三个环境尽可能相似。在大屏幕沉浸式显示器中测量以自我为中心的深度判断需要适应新的测量协议;该实验使用定时想象行走,言语估计和三角盲走。我们发现,从定时想象步行和口头估计的深度判断是非常相似的,在所有三个环境。然而,三角化的盲人行走仅在户外领域是准确的;在大屏幕沉浸式显示器中,它显示出低估的效果,这可能是由于没有足够的物理空间来执行该技术。这些结果表明,使用定时想象步行作为一个主要的协议,用于评估深度知觉在大屏幕沉浸式显示器。我们还发现,在洞穴的深度判断更准确,比瓷砖显示墙,这表明,由洞穴提供的周边景色是有帮助的感知虚拟空间。
How do users of virtual environments perceive virtual space? Many experiments have explored this question, but most of these have used head-mounted immersive displays. This paper reports an experiment that studied large-screen immersive displays at medium-field distances of 2 to 15 meters. The experiment measured ego-centric depth judgments in a CAVE, a tiled display wall, and a real-world outdoor field as a control condition. We carefully modeled the outdoor field to make the three environments as similar as possible. Measuring egocentric depth judgments in large-screen immersive displays requires adapting new measurement protocols; the experiment used timed imagined walking, verbal estimation, and triangulated blind walking. We found that depth judgments from timed imagined walking and verbal estimation were very similar in all three environments. However, triangulated blind walking was accurate only in the out-door field; in the large-screen immersive displays it showed under-estimation effects that were likely caused by insufficient physical space to perform the technique. These results suggest using timed imagined walking as a primary protocol for assessing depth perception in large-screen immersive displays. We also found that depth judgments in the CAVE were more accurate than in the tiled display wall, which suggests that the peripheral scenery offered by the CAVE is helpful when perceiving virtual space.