• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

混合现实环境中的人类反应时间。

Human reaction time in a mixed reality environment.

作者信息

Arif Syed Muhammad Umair, Brizzi Michele, Carli Marco, Battisti Federica

机构信息

Department of Industrial, Electronic and Mechanical Engineering, Roma Tre University, Rome, Italy.

Department of Information Engineering, University of Padova, Padova, Italy.

出版信息

Front Neurosci. 2022 Aug 19;16:897240. doi: 10.3389/fnins.2022.897240. eCollection 2022.

DOI:10.3389/fnins.2022.897240
PMID:36061612
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9437458/
Abstract

Over the last few years applications based on the use of immersive environments, where physical and digital objects coexist and interact, have gained widespread attention. Thanks to the development of new visualization devices, even at low cost, and increasingly effective rendering and processing techniques, these applications are reaching a growing number of users. While the adoption of digital information makes it possible to provide immersive experiences in a number of different applications, there are still many unexplored aspects. In this work, a preliminary step to understand the impact of the scene content on human perception of the virtual 3D elements in a mixed reality has been performed. To this aim, a subjective test was designed and implemented to collect the reaction time of a set of users in a mixed reality application. In this test each user was asked to wear an augmented reality headset and to catch a virtual objects randomly appearing in the subject's field of view. We first estimated the detection accuracy through omitted, anticipated, and completed responses; then we related stimulus location, scene content and estimated accuracy. For this purpose, the area of stimulus presentation was divided into upper, lower, right, left, inner, and outer, to understand in which area responses were omitted and anticipated with respect to the central point of view. Experimental results show that, in addition to the saliency of the real scene, natural body gesture technology and limited field of view influenced human reaction time.

摘要

在过去几年中,基于沉浸式环境(其中物理和数字对象共存并相互作用)的应用受到了广泛关注。由于新的可视化设备的发展,即使成本很低,以及渲染和处理技术越来越有效,这些应用正在吸引越来越多的用户。虽然数字信息的采用使得在许多不同应用中提供沉浸式体验成为可能,但仍有许多未被探索的方面。在这项工作中,已经迈出了初步的一步,以了解场景内容对混合现实中人类对虚拟3D元素感知的影响。为此,设计并实施了一项主观测试,以收集一组用户在混合现实应用中的反应时间。在这个测试中,每个用户都被要求佩戴增强现实头显,并捕捉随机出现在受试者视野中的虚拟物体。我们首先通过遗漏、预期和完成的反应来估计检测准确性;然后我们将刺激位置、场景内容和估计的准确性联系起来。为此,刺激呈现区域被分为上、下、右、左、内和外,以了解相对于中心点,哪些区域的反应被遗漏和预期。实验结果表明,除了真实场景的显著性外,自然身体手势技术和有限的视野也影响了人类的反应时间。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9432/9437458/1e71fe3a19cb/fnins-16-897240-g0005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9432/9437458/4d988ea199a6/fnins-16-897240-g0001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9432/9437458/dc5593a9f7c2/fnins-16-897240-g0002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9432/9437458/32a4b28bb69c/fnins-16-897240-g0003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9432/9437458/3d5922149f86/fnins-16-897240-g0004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9432/9437458/1e71fe3a19cb/fnins-16-897240-g0005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9432/9437458/4d988ea199a6/fnins-16-897240-g0001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9432/9437458/dc5593a9f7c2/fnins-16-897240-g0002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9432/9437458/32a4b28bb69c/fnins-16-897240-g0003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9432/9437458/3d5922149f86/fnins-16-897240-g0004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9432/9437458/1e71fe3a19cb/fnins-16-897240-g0005.jpg

相似文献

1
Human reaction time in a mixed reality environment.混合现实环境中的人类反应时间。
Front Neurosci. 2022 Aug 19;16:897240. doi: 10.3389/fnins.2022.897240. eCollection 2022.
2
Application of Virtual Reality, Augmented Reality, and Mixed Reality in Endourology and Urolithiasis: An Update by YAU Endourology and Urolithiasis Working Group.虚拟现实、增强现实和混合现实在内窥泌尿外科及尿石症中的应用:姚氏泌尿外科及尿石症工作组的最新进展
Front Surg. 2022 Apr 1;9:866946. doi: 10.3389/fsurg.2022.866946. eCollection 2022.
3
Review and Future/Potential Application of Mixed Reality Technology in Orthopaedic Oncology.混合现实技术在骨肿瘤学中的综述及未来/潜在应用
Orthop Res Rev. 2022 May 16;14:169-186. doi: 10.2147/ORR.S360933. eCollection 2022.
4
Comparing Desktop vs. Mobile Interaction for the Creation of Pervasive Augmented Reality Experiences.比较用于创建普适增强现实体验的桌面交互与移动交互
J Imaging. 2022 Mar 18;8(3):79. doi: 10.3390/jimaging8030079.
5
Environment-Aware Rendering and Interaction in Web-Based Augmented Reality.基于网络的增强现实中的环境感知渲染与交互
J Imaging. 2023 Mar 8;9(3):63. doi: 10.3390/jimaging9030063.
6
Subjective visual vertical assessment with mobile virtual reality system.使用移动虚拟现实系统进行主观视觉垂直评估。
Medicina (Kaunas). 2017;53(6):394-402. doi: 10.1016/j.medici.2018.02.002. Epub 2018 Feb 19.
7
Mitigating Cybersickness in Virtual Reality Systems through Foveated Depth-of-Field Blur.通过注视点景深模糊减轻虚拟现实系统中的晕动症
Sensors (Basel). 2021 Jun 10;21(12):4006. doi: 10.3390/s21124006.
8
Virtual interaction and visualisation of 3D medical imaging data with VTK and Unity.使用VTK和Unity对3D医学成像数据进行虚拟交互与可视化
Healthc Technol Lett. 2018 Sep 21;5(5):148-153. doi: 10.1049/htl.2018.5064. eCollection 2018 Oct.
9
A Brave New World: Virtual Reality and Augmented Reality in Systems Biology.一个全新的世界:系统生物学中的虚拟现实与增强现实
Front Bioinform. 2022 Apr;2. doi: 10.3389/fbinf.2022.873478. Epub 2022 Apr 6.
10
Macromolecular crowding: chemistry and physics meet biology (Ascona, Switzerland, 10-14 June 2012).大分子拥挤现象:化学与物理邂逅生物学(瑞士阿斯科纳,2012年6月10日至14日)
Phys Biol. 2013 Aug;10(4):040301. doi: 10.1088/1478-3975/10/4/040301. Epub 2013 Aug 2.

引用本文的文献

1
Measuring neurodevelopment of inhibitory control in children using naturalistic virtual reality.使用自然主义虚拟现实测量儿童抑制控制的神经发育情况。
Sci Rep. 2025 Jul 24;15(1):26944. doi: 10.1038/s41598-025-10974-3.
2
Task integration and anticipation in complex, continuous motor tasks.复杂连续运动任务中的任务整合与预期
Front Psychol. 2025 Jun 9;16:1557618. doi: 10.3389/fpsyg.2025.1557618. eCollection 2025.

本文引用的文献

1
Auditive beta stimulation as a countermeasure against driver fatigue.听觉β刺激作为对抗驾驶员疲劳的对策。
PLoS One. 2021 Jan 11;16(1):e0245251. doi: 10.1371/journal.pone.0245251. eCollection 2021.
2
Validation of the Virtual Reality Everyday Assessment Lab (VR-EAL): An Immersive Virtual Reality Neuropsychological Battery with Enhanced Ecological Validity.验证虚拟现实日常评估实验室(VR-EAL):具有增强生态有效性的沉浸式虚拟现实神经心理学电池。
J Int Neuropsychol Soc. 2021 Feb;27(2):181-196. doi: 10.1017/S1355617720000764. Epub 2020 Aug 10.
3
Use of Augmented Reality with a Motion-Controlled Game Utilizing Alphabet Letters and Numbers to Improve Performance and Reaction Time Skills for People with Autism Spectrum Disorder.
利用运动控制游戏的增强现实技术,使用字母和数字,提高自闭症谱系障碍患者的表现和反应时间技能。
Cyberpsychol Behav Soc Netw. 2020 Jan;23(1):16-22. doi: 10.1089/cyber.2019.0103.
4
Augmented reality and mixed reality for healthcare education beyond surgery: an integrative review.增强现实和混合现实在手术之外的医疗保健教育中的应用:综合评价。
Int J Med Educ. 2020 Jan 18;11:1-18. doi: 10.5116/ijme.5e01.eb1a.
5
Application of Mixed Reality Technology in Visualization of Medical Operations.混合现实技术在医学手术可视化中的应用。
Chin Med Sci J. 2019 Jun 30;34(2):103-109. doi: 10.24920/003564.
6
Application and Prospect of Mixed Reality Technology in Medical Field.混合现实技术在医学领域的应用与展望。
Curr Med Sci. 2019 Feb;39(1):1-6. doi: 10.1007/s11596-019-1992-8. Epub 2019 Mar 13.
7
Cognitive decline and slower reaction time in elderly individuals with mild cognitive impairment.轻度认知障碍老年个体的认知能力下降及反应时间变慢。
Psychogeriatrics. 2017 Nov;17(6):364-370. doi: 10.1111/psyg.12247. Epub 2017 Mar 6.
8
A comparative study on visual choice reaction time for different colors in females.女性对不同颜色的视觉选择反应时间的比较研究。
Neurol Res Int. 2014;2014:301473. doi: 10.1155/2014/301473. Epub 2014 Dec 16.
9
Reliability of the dynavision™ d2 for assessing reaction time performance.dynavision™ d2 评估反应时性能的可靠性。
J Sports Sci Med. 2014 Jan 20;13(1):145-50. eCollection 2014 Jan.
10
A free, easy-to-use, computer-based simple and four-choice reaction time programme: the Deary-Liewald reaction time task.一款免费、易用、基于计算机的简单四择一反应时程序:Deary-Liewald 反应时任务。
Behav Res Methods. 2011 Mar;43(1):258-68. doi: 10.3758/s13428-010-0024-1.