Bolte Benjamin, Lappe Markus
IEEE Trans Vis Comput Graph. 2015 Apr;21(4):545-52. doi: 10.1109/TVCG.2015.2391851.
Virtual reality strives to provide a user with an experience of a simulated world that feels as natural as the real world. Yet, to induce this feeling, sometimes it becomes necessary for technical reasons to deviate from a one-to-one correspondence between the real and the virtual world, and to reorient or reposition the user's viewpoint. Ideally, users should not notice the change of the viewpoint to avoid breaks in perceptual continuity. Saccades, the fast eye movements that we make in order to switch gaze from one object to another, produce a visual discontinuity on the retina, but this is not perceived because the visual system suppresses perception during saccades. As a consequence, our perception fails to detect rotations of the visual scene during saccades. We investigated whether saccadic suppression of image displacement (SSID) can be used in an immersive virtual environment (VE) to unconsciously rotate and translate the observer's viewpoint. To do this, the scene changes have to be precisely time-locked to the saccade onset. We used electrooculography (EOG) for eye movement tracking and assessed the performance of two modified eye movement classification algorithms for the challenging task of online saccade detection that is fast enough for SSID. We investigated the sensitivity of participants to translations (forward/backward) and rotations (in the transverse plane) during trans-saccadic scene changes. We found that participants were unable to detect approximately ±0.5m translations along the line of gaze and ±5° rotations in the transverse plane during saccades with an amplitude of 15°. If the user stands still, our approach exploiting SSID thus provides the means to unconsciously change the user's virtual position and/or orientation. For future research and applications, exploiting SSID has the potential to improve existing redirected walking and change blindness techniques for unlimited navigation through arbitrarily-sized VEs by real walking.
虚拟现实致力于为用户提供一种模拟世界的体验,使其感觉与现实世界一样自然。然而,为了营造这种感觉,有时由于技术原因,有必要偏离现实世界与虚拟世界之间的一一对应关系,并重新定位或调整用户的视角。理想情况下,用户不应察觉到视角的变化,以避免感知连续性的中断。扫视是我们为了将目光从一个物体切换到另一个物体而进行的快速眼球运动,它会在视网膜上产生视觉不连续性,但这并不会被感知到,因为视觉系统在扫视期间会抑制感知。因此,我们的感知无法检测扫视期间视觉场景的旋转。我们研究了扫视对图像位移的抑制(SSID)是否可用于沉浸式虚拟环境(VE)中,以无意识地旋转和平移观察者的视角。为此,场景变化必须精确地与扫视开始时间同步。我们使用眼电图(EOG)进行眼球运动跟踪,并评估了两种改进的眼球运动分类算法在具有挑战性的在线扫视检测任务中的性能,该任务对于SSID来说足够快。我们研究了参与者在扫视期间跨扫视场景变化时对平移(向前/向后)和旋转(在横向平面)的敏感度。我们发现,在幅度为15°的扫视期间,参与者无法检测到沿视线方向约±0.5米的平移以及横向平面内±5°的旋转。如果用户静止不动,我们利用SSID的方法因此提供了一种无意识地改变用户虚拟位置和/或方向的手段。对于未来的研究和应用,利用SSID有潜力改进现有的重定向行走和变化盲视技术,以便通过真实行走在任意大小的虚拟环境中进行无限制的导航。