arXivDaily arXiv每日学术速递 周一至周五更新
arXiv周末暂无论文更新,休息一下吧,周末愉快~~
arXiv 2608.06132cs.HC

同一头戴式显示设备上虚拟现实与视频透视混合现实中的发散感知运动重校准

Divergent Perceptuomotor Recalibration in Virtual Reality and Video-Passthrough Mixed Reality on the Same Head-Mounted Display

Xiaoye Michael Wang, Grant Monahan, Timothy N. Welsh

首次发表
浏览论文内容

中文总结 AI 辅助

本研究对比同一设备上VR与MR-VPT的手动指向任务,发现二者感知运动重校准模式存在差异,需分别验证对应交互技术。

中文摘要 AI 辅助

虚拟现实(VR)和视频透视混合现实(MR-VPT)可在同一头戴式显示设备上实现,但目前尚不明确这两种交互模式是否会产生可比的感知运动行为。尽管通过同一设备可控制诸多显示层面的特征,但VR与MR-VPT在视觉反馈管线以及用于引导动作的动作相关视觉信息方面存在差异,例如周围环境和用户身体是经合成渲染还是通过透视保留。本研究使用同一设备比较了VR和MR-VPT中视觉引导的手动指向任务:40名成年人被分配至VR组或MR-VPT组,在各自分配的扩展现实(XR)模式下完成相同任务前后,分别在物理未中介现实(UR)中完成指向任务。分析得出多项重要结论:第一,两组在接触XR前的UR中基线表现相当;第二,两种模式在XR接触期间产生相反的初始偏差:VR组指向目标时欠冲,而MR-VPT组过冲;第三,尽管两组均随XR接触时长增加而减小误差,但适应模式存在差异:VR组适应速度更慢,且表现出更强的距离依赖型欠冲;最后,XR接触后,两组均出现显著的欠冲后效,其中VR组保留持续的残余欠冲,表明去适应不完全。结果表明,感知运动重校准不仅受显示层面约束的影响,还受交互环境中可用的动作相关视觉信息的塑造。这些发现强调,即便VR与MR-VPT在同一硬件上实现,也需分别在两种模式下验证感知运动交互技术。

英文摘要

Virtual reality (VR) and video-passthrough mixed reality (MR-VPT) can be delivered on the same headset, but it is unclear whether these two interaction modalities produce comparable perceptuomotor behavior. Although delivery through the same headset controls many display-level characteristics, VR and MR-VPT differ in both their visual-feedback pipelines and the action-relevant visual information available to guide movement, such as whether the surrounding environment and the user's body are synthetically rendered or preserved through passthrough. This study compared visually guided manual pointing in VR and MR-VPT using the same headset. Forty adults were assigned to either a VR or MR-VPT group and completed a pointing task in the physical, unmediated reality (UR) before and after performing the same task in their assigned XR modality. The analyses revealed numerous important insights. First, groups had comparable baseline performance in UR prior to XR exposure. Second, the two modalities produced opposite initial biases during XR exposure: the VR group undershot the target, whereas the MR-VPT group overshot. Third, although both groups reduced error with continued exposure to XR, there were differences in the patterns of adaptation: the VR group adapted more slowly and exhibited stronger distance-dependent undershooting than the MR-VPT group. Finally, after XR exposure, both groups showed significant undershooting aftereffects with the VR group retaining a persistent residual undershoot, suggesting incomplete de-adaptation. The results suggest that perceptuomotor recalibration is shaped not only by display-level constraints but also by the action-relevant visual information available within the interaction environment. These findings highlight the need to validate perceptuomotor interaction techniques separately in VR and MR-VPT, even when they are implemented on the same hardware.

↑