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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.

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/9432/9437458/4d988ea199a6/fnins-16-897240-g0001.jpg

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