Title of article :
Egocentric Depth Judgments in Optical, See-Through Augmented Reality
Author/Authors :
Swan، نويسنده , , J.E.، نويسنده , , Jones، نويسنده , , A.، نويسنده , , Kolstad، نويسنده , , E.، نويسنده , , Livingston، نويسنده , , M.A.، نويسنده , , Smallman، نويسنده , , H.S.، نويسنده ,
Issue Information :
روزنامه با شماره پیاپی سال 2007
Abstract :
A fundamental problem in optical, see-through augmented reality (AR) is characterizing how it affects the perception of
spatial layout and depth. This problem is important because AR system developers need to both place graphics in arbitrary spatial
relationships with real-world objects, and to know that users will perceive them in the same relationships. Furthermore, AR makes
possible enhanced perceptual techniques that have no real-world equivalent, such as x-ray vision, where AR users are supposed to
perceive graphics as being located behind opaque surfaces. This paper reviews and discusses protocols for measuring egocentric depth
judgments in both virtual and augmented environments, and discusses the well-known problem of depth underestimation in virtual
environments. It then describes two experiments that measured egocentric depth judgments in AR. Experiment I used a perceptual
matching protocol to measure AR depth judgments at medium and far-field distances of 5 to 45 meters. The experiment studied the
effects of upper versus lower visual field location, the x-ray vision condition, and practice on the task. The experimental findings include
evidence for a switch in bias, from underestimating to overestimating the distance of AR-presented graphics, at 23 meters, as well as a
quantification of how much more difficult the x-ray vision condition makes the task. Experiment II used blind walking and verbal report
protocols to measure AR depth judgments at distances of 3 to 7 meters. The experiment examined real-world objects, real-world objects
seen through the AR display, virtual objects, and combined real and virtual objects. The results give evidence that the egocentric depth of
AR objects is underestimated at these distances, but to a lesser degree than has previously been found for most virtual reality
environments. The results are consistent with previous studies that have implicated a restricted field-of-view, combined with an inability
for observers to scan the ground plane in a near-to-far direction, as explanations for the observed depth underestimation.
Keywords :
augmented , and virtual realities , evaluation/methodology , Screen design , Experimentation , Measurement , Performance , optical see-through augmented reality. , Depth perception , Artificial , Ergonomics
Journal title :
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
Journal title :
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS