Erickson Austin, Bruder Gerd, Welch Gregory F
IEEE Trans Vis Comput Graph. 2023 Dec;29(12):4936-4950. doi: 10.1109/TVCG.2022.3195111. Epub 2023 Nov 10.
In a future of pervasive augmented reality (AR), AR systems will need to be able to efficiently draw or guide the attention of the user to visual points of interest in their physical-virtual environment. Since AR imagery is overlaid on top of the user's view of their physical environment, these attention guidance techniques must not only compete with other virtual imagery, but also with distracting or attention-grabbing features in the user's physical environment. Because of the wide range of physical-virtual environments that pervasive AR users will find themselves in, it is difficult to design visual cues that "pop out" to the user without performing a visual analysis of the user's environment, and changing the appearance of the cue to stand out from its surroundings. In this article, we present an initial investigation into the potential uses of dichoptic visual cues for optical see-through AR displays, specifically cues that involve having a difference in hue, saturation, or value between the user's eyes. These types of cues have been shown to be preattentively processed by the user when presented on other stereoscopic displays, and may also be an effective method of drawing user attention on optical see-through AR displays. We present two user studies: one that evaluates the saliency of dichoptic visual cues on optical see-through displays, and one that evaluates their subjective qualities. Our results suggest that hue-based dichoptic cues or "Forbidden Colors" may be particularly effective for these purposes, achieving significantly lower error rates in a pop out task compared to value-based and saturation-based cues.
在无处不在的增强现实(AR)的未来,AR系统将需要能够有效地吸引或引导用户将注意力集中到其物理 - 虚拟环境中的视觉兴趣点上。由于AR图像叠加在用户对其物理环境的视图之上,这些注意力引导技术不仅必须与其他虚拟图像竞争,而且还要与用户物理环境中分散注意力或引人注目的特征竞争。由于无处不在的AR用户会身处各种各样的物理 - 虚拟环境中,因此在不进行用户环境视觉分析并改变提示外观以使其从周围环境中脱颖而出的情况下,很难设计出能“突出显示”给用户的视觉提示。在本文中,我们对用于光学透视AR显示器的双眼视觉提示的潜在用途进行了初步研究,特别是那些涉及用户双眼之间在色调、饱和度或明度上存在差异的提示。当在其他立体显示器上呈现时,这些类型的提示已被证明会被用户进行前注意处理,并且也可能是在光学透视AR显示器上吸引用户注意力的有效方法。我们展示了两项用户研究:一项评估光学透视显示器上双眼视觉提示的显著性,另一项评估它们的主观质量。我们的结果表明,基于色调的双眼提示或“禁色”对于这些目的可能特别有效,与基于明度和基于饱和度的提示相比,在突出显示任务中实现了显著更低的错误率。