Current head-mounted displays (HMDs) have a limited field-ofview (FOV). A limited FOV further decreases the already restricted human visual range and amplifies the problem of objects receding from view (e.g., opponent...
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ISBN:
(纸本)9781728113777
Current head-mounted displays (HMDs) have a limited field-ofview (FOV). A limited FOV further decreases the already restricted human visual range and amplifies the problem of objects receding from view (e.g., opponents in computer games). However, there is no previous work that investigates how to best perceive moving out-of-view objects on head-mounted displays. In this paper, we compare two visualization approaches: (1) Overview+detail, with 3D Radar, and (2) Focus+context, with EyeSee360, in a user study to evaluate their performances for visualizing moving out-of-view objects. We found that using 3D Radar resulted in a significantly lower movement estimation error and higher usability, measured by the system usability scale. 3D Radar was also preferred by 13 out of 15 participants for visualization of moving out-of-view objects.
Over the past few years, playing Augmented Reality (AR) games on smartphones has steadily been gaining in popularity (e.g., Pokemon Go). However, playing these games while navigating traffic is highly dangerous and ha...
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ISBN:
(纸本)9781538675922
Over the past few years, playing Augmented Reality (AR) games on smartphones has steadily been gaining in popularity (e.g., Pokemon Go). However, playing these games while navigating traffic is highly dangerous and has led to many accidents in the past. In our work, we aim to augment peripheral vision of pedestrians with low-cost glasses to support them in critical traffic encounters. Therefore, we developed a lo-fi prototype with peripheral displays. We technically improved the prototype with the experience of five usability experts. Afterwards, we conducted an experiment on a treadmill to evaluate the effectiveness of collision warnings in our prototype. During the experiment, we compared three different light stimuli (instant, pulsing and moving) with regard to response time, error rate, and subjective feedback. Overall, we could show that all light stimuli were suitable for shifting the users' attention (100% correct). However, moving light resulted in significantly faster response times and was subjectively perceived best.
human gaze is a crucial element in social interactions and therefore an important topic for social Augmented, Mixed, and Virtual Reality (AR, MR, VR) applications. In this paper we systematically compare four modes of...
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ISBN:
(纸本)9781538675922
human gaze is a crucial element in social interactions and therefore an important topic for social Augmented, Mixed, and Virtual Reality (AR, MR, VR) applications. In this paper we systematically compare four modes of gaze transmission: (1) natural gaze, (2) hybrid gaze, which combines natural gaze transmission with a social gaze model, (3) synthesized gaze, which combines a random gaze transmission with a social gaze model, and (4) purely random gaze. Investigating dyadic interactions, results show a linear trend for the perception of virtual rapport, trust, and interpersonal attraction, suggesting that these measures increase with higher naturalness and social adequateness of the transmission mode. We further investigated the perception of realism as well as the resulting gaze behavior of the avatars and the human participants. We discuss these results and their implications.
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