Wang Xiaoye Michael, Southwick Daniel, Robinson Ian, Nitsche Michael, Resch Gabby, Mazalek Ali, Welsh Timothy N
Faculty of Kinesiology & Physical Education, University of Toronto, Toronto, ON Canada.
Synaesthetic Media Lab, Toronto Metropolitan University, Toronto, ON Canada.
Virtual Real. 2024;28(2):95. doi: 10.1007/s10055-024-00991-4. Epub 2024 Apr 11.
Mixed reality technologies, such as virtual (VR) and augmented (AR) reality, present promising opportunities to advance education and professional training due to their adaptability to diverse contexts. Distortions in the perceived distance in such mediated conditions, however, are well documented and have imposed nontrivial challenges that complicate and limit transferring task performance in a virtual setting to the unmediated reality (UR). One potential source of the distance distortion is the vergence-accommodation conflict-the discrepancy between the depth specified by the eyes' accommodative state and the angle at which the eyes converge to fixate on a target. The present study involved the use of a manual pointing task in UR, VR, and AR to quantify the magnitude of the potential depth distortion in each modality. Conceptualizing the effect of vergence-accommodation offset as a constant offset to the vergence angle, a model was developed based on the stereoscopic viewing geometry. Different versions of the model were used to fit and predict the behavioral data for all modalities. Results confirmed the validity of the conceptualization of vergence-accommodation as a device-specific vergence offset, which predicted up to 66% of the variance in the data. The fitted parameters indicate that, due to the vergence-accommodation conflict, participants' vergence angle was driven outwards by approximately 0.2°, which disrupted the stereoscopic viewing geometry and produced distance distortion in VR and AR. The implications of this finding are discussed in the context of developing virtual environments that minimize the effect of depth distortion.
混合现实技术,如虚拟现实(VR)和增强现实(AR),因其对不同环境的适应性,为推进教育和专业培训带来了充满希望的机遇。然而,在这种媒介环境下,感知距离的扭曲已被充分记录,并且带来了不小的挑战,这些挑战使在虚拟环境中的任务表现向无媒介现实(UR)的转移变得复杂并受到限制。距离扭曲的一个潜在来源是辐辏-调节冲突——眼睛调节状态所指定的深度与眼睛为注视目标而辐辏的角度之间的差异。本研究涉及在无媒介现实、虚拟现实和增强现实中使用手动指向任务,以量化每种模式下潜在深度扭曲的程度。将辐辏-调节偏移的影响概念化为对辐辏角度的恒定偏移,基于立体视觉几何开发了一个模型。该模型的不同版本被用于拟合和预测所有模式的行为数据。结果证实了将辐辏-调节概念化为特定设备的辐辏偏移的有效性,该偏移预测了数据中高达66%的方差。拟合参数表明,由于辐辏-调节冲突,参与者的辐辏角度向外偏移了约0.2°,这扰乱了立体视觉几何,并在虚拟现实和增强现实中产生了距离扭曲。在开发能将深度扭曲影响最小化的虚拟环境的背景下,讨论了这一发现的意义。