Lin Chiuhsiang J, Woldegiorgis Bereket H
Department of Industrial Management, National Taiwan University of Science and Technology, No.43, Sec. 4, Keelung Rd., Da'an Dist., Taipei City 10607, Taiwan, ROC.
Department of Industrial Management, National Taiwan University of Science and Technology, No.43, Sec. 4, Keelung Rd., Da'an Dist., Taipei City 10607, Taiwan, ROC.
Appl Ergon. 2017 Oct;64:66-74. doi: 10.1016/j.apergo.2017.05.007. Epub 2017 May 27.
In this study, the interaction performances and spatial perceptions in stereoscopic environments were investigated. The experiment compared direct user interactions during pointing at a target, which was continuously visible or presented briefly and disappeared, in both stereoscopic and real environments, at three parallax/depth levels. The position data, collected by a motion system, were used to compute accuracy, signed error, movement time, and throughput. The results showed inaccurate egocentric distance judgment in stereoscopic displays and accurate perceptions in the real world. The overall inaccuracy, which was overestimation of about 10 cm, was relatively better than that achieved in previous studies. The overestimation decreased as the egocentric distance increased. However, providing visual objects did not improve the accuracy. The study concluded that direct pointing could minimize the underestimation problems commonly reported in stereoscopic viewing studies and showed practical significance for developers to focus on incorporating more direct and natural human-virtual reality interactions for improved performance. The findings of this study provide insight towards the development of less expensive displays and their applications. Implications of this work and engineering solutions are also discussed.
在本研究中,对立体环境中的交互性能和空间感知进行了调查。实验比较了在立体环境和真实环境中,在三个视差/深度级别下,指向持续可见或短暂呈现并消失的目标时用户的直接交互情况。通过运动系统收集的位置数据用于计算准确性、符号误差、移动时间和吞吐量。结果表明,在立体显示中自我中心距离判断不准确,而在现实世界中感知准确。整体误差约高估10厘米,相对比之前的研究要好。高估随着自我中心距离的增加而减小。然而,提供视觉对象并没有提高准确性。该研究得出结论,直接指向可以最大限度地减少立体视觉研究中常见的低估问题,并且对于开发者专注于纳入更直接和自然的人机虚拟现实交互以提高性能具有实际意义。本研究结果为开发更便宜的显示器及其应用提供了见解。还讨论了这项工作的意义和工程解决方案。