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头戴式显示器的几何校准及其对距离估计的影响。

Geometric calibration of head-mounted displays and its effects on distance estimation.

机构信息

University of Kiel.

出版信息

IEEE Trans Vis Comput Graph. 2012 Apr;18(4):589-96. doi: 10.1109/TVCG.2012.45.

DOI:10.1109/TVCG.2012.45
PMID:22402686
Abstract

Head-mounted displays (HMDs) allow users to observe virtual environments (VEs) from an egocentric perspective. However, several experiments have provided evidence that egocentric distances are perceived as compressed in VEs relative to the real world. Recent experiments suggest that the virtual view frustum set for rendering the VE has an essential impact on the user's estimation of distances. In this article we analyze if distance estimation can be improved by calibrating the view frustum for a given HMD and user. Unfortunately, in an immersive virtual reality (VR) environment, a full per user calibration is not trivial and manual per user adjustment often leads to mini- or magnification of the scene. Therefore, we propose a novel per user calibration approach with optical see-through displays commonly used in augmented reality (AR). This calibration takes advantage of a geometric scheme based on 2D point - 3D line correspondences, which can be used intuitively by inexperienced users and requires less than a minute to complete. The required user interaction is based on taking aim at a distant target marker with a close marker, which ensures non-planar measurements covering a large area of the interaction space while also reducing the number of required measurements to five. We found the tendency that a calibrated view frustum reduced the average distance underestimation of users in an immersive VR environment, but even the correctly calibrated view frustum could not entirely compensate for the distance underestimation effects.

摘要

头戴式显示器 (HMD) 允许用户从自我中心的角度观察虚拟环境 (VE)。然而,多项实验已经提供了证据,表明相对于真实世界,VE 中的自我中心距离被感知为压缩的。最近的实验表明,用于渲染 VE 的虚拟视锥设置对用户对距离的估计有重要影响。在本文中,我们分析了通过为给定的 HMD 和用户校准视锥是否可以改善距离估计。不幸的是,在沉浸式虚拟现实 (VR) 环境中,对每个用户进行完整的校准并不简单,并且手动对每个用户进行调整通常会导致场景的缩小或放大。因此,我们提出了一种新颖的、针对每个用户的校准方法,该方法使用了在增强现实 (AR) 中常用的光学透视显示器。这种校准利用了基于 2D 点-3D 线对应关系的几何方案,即使是没有经验的用户也可以直观地使用,并且完成校准所需的时间不到一分钟。所需的用户交互基于用近标记瞄准远标记,这确保了非平面测量覆盖交互空间的大面积,同时将所需的测量次数减少到五个。我们发现,经过校准的视锥有减少用户在沉浸式 VR 环境中平均距离低估的趋势,但即使正确校准的视锥也不能完全补偿距离低估的影响。

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