Sharing gaze rays for visual target identification tasks in collaborative augmented reality

Sharing gaze rays for visual target identification tasks in collaborative augmented reality
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在协作增强现实中共享凝视光线以执行视觉目标识别任务

DOI:
10.1007/s12193-020-00330-2
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发表时间:
2020
影响因子:
2.9
通讯作者:
Welch, Gregory F.
Welch, Gregory F.
中科院分区:
计算机科学3区
文献类型:
--
作者:
Erickson, Austin;Norouzi, Nahal;Kim, Kangsoo;Schubert, Ryan;Jules, Jonathan;LaViola, Joseph J.;Bruder, Gerd;Welch, Gregory F.

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增强现实(AR)技术为用户提供共享平台以在涉及真实的和虚拟内容两者的物理上下文中协作。为了提高AR用户之间的交互质量,研究人员提出了用诸如他们的注视方向等具体线索来增强用户的人际空间。虽然有利于实现改善的人际空间通信,但这种共享的凝视环境遭受与眼动跟踪和联网相关的多种类型的错误,这可能会降低客观表现和主观体验。在本文中,我们提出了一个人类受试者的研究,以了解影响的准确性,精度,延迟,和辍学为基础的错误对用户的性能时,使用共享的凝视线索,以确定目标人群中。我们模拟了不同数量的错误和目标距离,并通过他们的反应时间和错误率来衡量参与者的客观表现,并通过问卷调查来衡量他们的主观体验和认知负荷。我们发现显着差异表明,模拟的错误水平对参与者的表现比目标距离有更强的影响,准确性和延迟对参与者的错误率有很大的影响。我们还观察到,参与者对自己表现的评估低于客观水平。我们讨论了实际的共享凝视应用的影响,我们提出了一个多用户原型系统。
Augmented reality (AR) technologies provide a shared platform for users to collaborate in a physical context involving both real and virtual content. To enhance the quality of interaction between AR users, researchers have proposed augmenting users’ interpersonal space with embodied cues such as their gaze direction. While beneficial in achieving improved interpersonal spatial communication, suchshared gaze environmentssuffer from multiple types of errors related to eye tracking and networking, that can reduce objective performance and subjective experience. In this paper, we present a human-subjects study to understand the impact ofaccuracy,precision,latency, anddropoutbased errors on users’ performance when using shared gaze cues to identify a target among a crowd of people. We simulated varying amounts of errors and the target distances and measured participants’ objective performance through their response time and error rate, and their subjective experience and cognitive load through questionnaires. We found significant differences suggesting that the simulated error levels had stronger effects on participants’ performance than target distance with accuracy and latency having a high impact on participants’ error rate. We also observed that participants assessed their own performance as lower than it objectively was. We discuss implications for practical shared gaze applications and we present a multi-user prototype system.
DOI: --
发表时间: 2007
期刊: TOMCCAP
影响因子: --
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发表时间: 2017
期刊: 2017 International Symposium on Ubiquitous Virtual Reality (ISUVR)
影响因子: --
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发表时间: 2019-06-01
期刊: INFORMATICS-BASEL
影响因子: 3.1
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