眼-头运动光谱:虚拟现实中个体和群体头部运动倾向的建模
The Eye-Head Mover Spectrum: Modelling Individual and Population Head Movement Tendencies in Virtual Reality
AI总结:
本文提出头部运动倾向作为虚拟现实中的重要概念,通过建模个体和群体头部运动策略,揭示了其在适应性系统中的应用价值。
摘要:
人们在转移注视时头部和眼睛的移动程度存在差异,但这种倾向在人机交互领域仍未得到充分探索。我们引入头部运动倾向作为虚拟现实环境中个体差异的基本维度,并对其群体分布提供了定量描述。使用一个360°自由观看视频数据集(N=87),我们用基于铰链的参数函数建模头部对注视转移的贡献,揭示了从眼睛移动者到头部移动者的策略光谱。随后,我们进行了一项用户研究(N=28),结合360°视频观看和一个短控制任务,使用注视目标。尽管参数值在不同任务中有所不同,但个体在群体中的相对位置显示出部分一致性,表明倾向是有意义的,但受情境影响。我们的发现确立了头部运动倾向作为虚拟现实中的重要概念,并突显了其对自适应系统如视网膜成像、视口对齐和多用户体验设计的影响。
英文摘要:
People differ in how much they move their head versus their eyes when shifting gaze, yet such tendencies remain largely unexplored in HCI. We introduce head movement tendencies as a fundamental dimension of individual difference in VR and provide a quantitative account of their population-level distribution. Using a 360° video free-viewing dataset (N=87), we model head contributions to gaze shifts with a hinge-based parametric function, revealing a spectrum of strategies from eye-movers to head-movers. We then conduct a user study (N=28) combining 360° video viewing with a short controlled task using gaze targets. While parameter values differ across tasks, individuals show partial alignment in their relative positions within the population, indicating that tendencies are meaningful but shaped by context. Our findings establish head movement tendencies as an important concept for VR and highlight implications for adaptive systems such as foveated rendering, viewport alignment, and multi-user experience design.
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