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几种商用头戴式显示器的眼动追踪延迟比较

A Comparison of Eye Tracking Latencies Among Several Commercial Head-Mounted Displays.

作者信息

Stein Niklas, Niehorster Diederick C, Watson Tamara, Steinicke Frank, Rifai Katharina, Wahl Siegfried, Lappe Markus

机构信息

Institute for Psychology, University of Muenster, Muenster, Germany.

Lund University Humanities Lab and Department of Psychology, Lund University, Lund, Sweden.

出版信息

Iperception. 2021 Feb 11;12(1):2041669520983338. doi: 10.1177/2041669520983338. eCollection 2021 Jan-Feb.

Abstract

A number of virtual reality head-mounted displays (HMDs) with integrated eye trackers have recently become commercially available. If their eye tracking latency is low and reliable enough for gaze-contingent rendering, this may open up many interesting opportunities for researchers. We measured eye tracking latencies for the Fove-0, the Varjo VR-1, and the High Tech Computer Corporation (HTC) Vive Pro Eye using simultaneous electrooculography measurements. We determined the time from the occurrence of an eye position change to its availability as a data sample from the eye tracker (delay) and the time from an eye position change to the earliest possible change of the display content (latency). For each test and each device, participants performed 60 saccades between two targets 20° of visual angle apart. The targets were continuously visible in the HMD, and the saccades were instructed by an auditory cue. Data collection and eye tracking calibration were done using the recommended scripts for each device in Unity3D. The Vive Pro Eye was recorded twice, once using the SteamVR SDK and once using the Tobii XR SDK. Our results show clear differences between the HMDs. Delays ranged from 15 ms to 52 ms, and the latencies ranged from 45 ms to 81 ms. The Fove-0 appears to be the fastest device and best suited for gaze-contingent rendering.

摘要

最近,一些集成了眼动追踪器的虚拟现实头戴式显示器(HMD)已在市场上发售。如果它们的眼动追踪延迟足够低且可靠,足以用于基于注视的渲染,那么这可能为研究人员带来许多有趣的机会。我们使用同步眼电图测量法,测量了Fove-0、Varjo VR-1和宏达国际电子股份有限公司(HTC)Vive Pro Eye的眼动追踪延迟。我们确定了从眼睛位置发生变化到其作为眼动追踪器的数据样本可用的时间(延迟),以及从眼睛位置变化到显示内容最早可能发生变化的时间(延迟)。对于每次测试和每个设备,参与者在两个视角相距20°的目标之间进行了60次扫视。目标在HMD中持续可见,扫视由听觉提示指示。数据收集和眼动追踪校准使用Unity3D中每个设备的推荐脚本完成。Vive Pro Eye记录了两次,一次使用SteamVR SDK,一次使用Tobii XR SDK。我们的结果显示了HMD之间的明显差异。延迟范围为15毫秒至52毫秒,延迟范围为45毫秒至81毫秒。Fove-0似乎是最快的设备,最适合基于注视的渲染。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/cf9d/7883159/5973e9c25c6f/10.1177_2041669520983338-fig1.jpg

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