IEEE Trans Vis Comput Graph. 2019 Oct;25(10):3042-3048. doi: 10.1109/TVCG.2018.2859987. Epub 2018 Aug 1.
Motion in depth is commonly misperceived in Virtual Reality (VR), making it difficult to intercept moving objects, for example, in games. We investigate whether motion cues could be modified to improve these interactions in VR. We developed a time-to-contact estimation task, in which observers ($n=18$n=18) had to indicate by button press when a looming virtual object would collide with their head. We show that users consistently underestimate speed. We construct a user-specific model of motion-in-depth perception, and use this model to propose a novel method to modify monocular depth cues tailored to the specific user, correcting individual response errors in speed estimation. A user study was conducted in a simulated baseball environment and observers were asked to hit a looming baseball back in the direction of the pitcher. The study was conducted with and without intervention and demonstrates the effectiveness of the method in reducing interception errors following cue modifications. The intervention was particularly effective at fast ball speeds where performance is most limited by the user's sensorimotor constraints. The proposed approach is easy to implement and could improve the user experience of interacting with dynamic virtual environments.
在虚拟现实(VR)中,深度运动通常会被误解,这使得人们难以拦截移动的物体,例如在游戏中。我们研究了运动线索是否可以被修改,以改善 VR 中的这些交互。我们开发了一个时间到接触估计任务,观察者(n=18n=18)必须通过按钮按下来表示当一个逼近的虚拟物体将与他们的头部碰撞时。我们表明,用户总是低估速度。我们构建了一个特定于用户的深度运动感知模型,并使用该模型提出了一种新的方法来修改针对特定用户的单眼深度线索,纠正速度估计中的个体响应误差。在模拟棒球环境中进行了一项用户研究,要求观察者将逼近的棒球回击给投手。该研究在有和没有干预的情况下进行,并证明了在修改线索后减少拦截错误的方法的有效性。该干预措施在球速最快的情况下特别有效,因为用户的感觉运动限制最限制了性能。所提出的方法易于实现,可以提高与动态虚拟环境交互的用户体验。