An evaluation of immersive viewing on spatial knowledge acquisition in spherical panoramic environments

An evaluation of immersive viewing on spatial knowledge acquisition in spherical panoramic environments
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球形全景环境中沉浸式观看对空间知识获取的评估

DOI:
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发表时间:
2014
期刊:
影响因子:
4.2
通讯作者:
T. Davis
T. Davis
中科院分区:
计算机科学3区
文献类型:
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作者:
Phillip E. Napieralski;Bliss M. Altenhoff;Jeffrey W. Bertrand;Lindsay O. Long;Sabarish V. Babu;C. Pagano;T. Davis

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摘要 我们报告的结果进行了实验,以检查沉浸式观看对一个共同的空间知识获取任务的空间更新任务在球形全景环境(SPE)的影响。球形全景环境(诸如Google街景)是由在真实的世界设置中以规则间隔捕获的球形图像组成的环境,所述球形图像利用诸如路径、动态地图和文本注释的虚拟导航辅助来增强。参与者在谷歌街景中导航华盛顿的国家广场区域,有两种观看条件:桌面显示器或带有头部方向跟踪器的头戴式显示器。在探索阶段,参与者首先被要求在预先指定的路径上导航和观察地标;然后,在测试阶段,参与者被要求沿着同一条路径行驶,并旋转他们的视野,以便在特定的航路点上看到感知到的地标的方向。记录参与者的注视方向和地标方向之间的角度差。我们发现沉浸式和桌面观看条件对参与者对地标方向的准确性没有显着差异,并且他们的存在感得分也没有显着差异。然而,根据对实验后问卷的回答,两种情况下的参与者都倾向于使用认知或程序技术来告知地标的方向。综上所述,这些研究结果表明,在这两种情况下,参与者的经验旅行的基础上的远程传输的航点之间,在SPE,如路标,建筑物和树木的视觉线索,似乎有一个更强的影响力,在确定方向的地标比自我中心的线索,如第一人称视角和自然的头耦合运动体验沉浸式观看条件。
Abstract We report the results of an experiment conducted to examine the effects of immersive viewing on a common spatial knowledge acquisition task of spatial updating task in a spherical panoramic environment (SPE). A spherical panoramic environment, such as Google Street View, is an environment that is comprised of spherical images captured at regular intervals in a real world setting augmented with virtual navigational aids such as paths, dynamic maps, and textual annotations. Participants navigated the National Mall area of Washington, DC, in Google Street View in one of two viewing conditions; desktop monitor or a head-mounted display with a head orientation tracker. In an exploration phase, participants were first asked to navigate and observe landmarks on a pre-specified path. Then, in a testing phase, participants were asked to travel the same path and to rotate their view in order to look in the direction of the perceived landmarks at certain waypoints. The angular difference between participants’ gaze directions and the landmark directions was recorded. We found no significant difference between the immersive and desktop viewing conditions on participants’ accuracy of direction to landmarks as well as no difference in their sense of presence scores. However, based on responses to a post-experiment questionnaire, participants in both conditions tended to use a cognitive or procedural technique to inform direction to landmarks. Taken together, these findings suggest that in both conditions where participants experience travel based on teleportation between waypoints, the visual cues available in the SPE, such as street signs, buildings and trees, seem to have a stronger influence in determining the directions to landmarks than the egocentric cues such as first-person perspective and natural head-coupled motion experienced in the immersive viewing condition.