Investigating Search Among Physical and Virtual Objects Under Different Lighting Conditions

Investigating Search Among Physical and Virtual Objects Under Different Lighting Conditions
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研究不同照明条件下物理和虚拟对象的搜索

DOI:
10.1109/tvcg.2022.3203093
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发表时间:
2022
影响因子:
5.2
通讯作者:
Hollerer, Tobias
Hollerer, Tobias
中科院分区:
计算机科学1区
文献类型:
--
作者:
Kim, You-Jin;Kumaran, Radha;Sayyad, Ehsan;Milner, Anne;Bullock, Tom;Giesbrecht, Barry;Hollerer, Tobias

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通过将计算机生成的内容置于物理世界中,移动的增强现实(AR)可以支持涉及对物理环境的有效搜索和检查的许多任务。目前,关于在现实的广域户外环境中使用AR的可行性以及AR体验如何影响这些环境中的人类行为的信息有限。在这里,我们使用市售的AR耳机(Microsoft Hololens 2)进行了一项广域户外AR用户研究(),以比较(1)用户与环境中的物理和虚拟对象的交互(2)不同照明条件对用户行为和AR体验的影响(3)不同认知负荷对AR任务性能的影响。参与者参与寻宝任务,在充满物理和虚拟对象的增强户外庭院场景中搜索并分类虚拟目标物品(绿色“宝石”)。认知负荷被操纵,因此在一半的搜索试验中,用户需要监控音频流并对特定的目标声音做出反应。测量了行走路径、头部方向和眼睛注视信息,询问了用户对遇到的物体的记忆,并提供了经验反馈。主要发现包括:(1)参与者自我报告在环境自然光条件下的舒适度显着降低,虚拟物体更明显,参与者更有可能在夜间走进物理物体;(2)对实物的回忆比对虚拟物体的回忆差,(3)被试发现的隐藏在虚拟物体后面的宝石比实物多,这意味着对虚拟对象的更高注意力和(4)双任务修改的搜索行为。这些结果表明,如果要实现"随时随地移动的AR"的全部潜力,必须考虑重要的技术、感知和认知因素。
By situating computer-generated content in the physical world, mobile augmented reality (AR) can support many tasks that involve effective search and inspection of physical environments. Currently, there is limited information regarding the viability of using AR in realistic wide-area outdoor environments and how AR experiences affect human behavior in these environments. Here, we conducted a wide-area outdoor AR user study () using a commercially available AR headset (Microsoft Hololens 2) to compare (1) user interactions with physical and virtual objects in the environment (2) the effects of different lighting conditions on user behavior and AR experience and (3) the impact of varying cognitive load on AR task performance. Participants engaged in a treasure hunt task where they searched for and classified virtual target items (green “gems”) in an augmented outdoor courtyard scene populated with physical and virtual objects. Cognitive load was manipulated so that in half the search trials users were required to monitor an audio stream and respond to specific target sounds. Walking paths, head orientation and eye gaze information were measured, and users were queried about their memory of encountered objects and provided feedback on the experience. Key findings included (1) Participants self-reported significantly lower comfort in the ambient natural light condition, with virtual objects more visible and participants more likely to walk into physical objects at night; (2) recall for physical objects was worse than for virtual objects, (3) participants discovered more gems hidden behind virtual objects than physical objects, implying higher attention on virtual objects and (4) dual-tasking modified search behavior. These results suggest there are important technical, perceptual and cognitive factors that must be considered if the full potential of “anywhere and anytime mobile AR” is to be realized.
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