Please wait a minute...
浙江大学学报(理学版)  2020, Vol. 47 Issue (5): 564-571    DOI: 10.3785/j.issn.1008-9497.2020.05.008
数学与计算机科学     
虚拟场景中图形化交互组件的深度冲突缓解研究
吕德生1,2, 孙煜超1,2, 王嘉忆1,3
1.互动媒体设计与装备服务创新文化和旅游部重点实验室,黑龙江 哈尔滨 150001
2.哈尔滨工业大学 建筑学院媒体技术与艺术系,黑龙江 哈尔滨 150001
3.上海大学 上海美术学院,上海 200042
Research on depth conflict reduction of graphical interactive components in virtual scenes
LYU Desheng1,2, SUN Yuchao1,2, WANG Jiayi1,3
1.Key Laboratory of Interactive Media Design and Equipment Service Innovation, Ministry of Culture and Tourism, Harbin 150001, China
2.Department of Media Technolgy and Art at School of Architecture, Harbin Institute of Technology, Harbin 150001, China
3.School of Fine Art, Shanghai University, Shanghai 200042, China
 全文: PDF(4138 KB)   HTML  
摘要: 虚拟场景要求有更自然的交互范式以满足用户需求,图形化范式可作为自然范式的有效补充,目前对图形化范式在虚拟空间中的应用研究较少,在应用时,图形化范式与虚拟场景中的主体物可能存在深度冲突。本文提出一种新的交互范式——SOMRM范式,并以虚拟现实(VR)找不同和增强现实(AR)俄罗斯方块场景为例,对添加光圈模糊和调节组件与被试间距离2种缓解虚拟场景中深度冲突的方式进行了研究。通过分析被试在虚拟场景中执行查看、抓取、滑动等交互任务所需的时间和偏差等数据,从易学性、准确性、易用性、真实性、舒适性等6个维度上比较了2种深度冲突缓解方式。研究结果表明,添加光圈模糊能较好缓解虚拟场景交互中的深度冲突。
关键词: 交互范式图形化组件深度冲突用户体验    
Abstract: The development of virtual scene requires a more natural paradigm to meet the needs of users, and the graphical paradigm can be an effective supplement to the natural paradigm. At present, there is little research on the use of graphical paradigm in virtual space, and there is still a depth conflict between the graphical interactive components and the subject of the scene in the application of virtual scene. This article proposes a new interactive paradigm ie. SOMRM paradigm, and takes virtual reality (VR) finding difference scene and augmented reality (AR) Tetris scene as examples. It studies two methods of reducing the depth conflict in virtual scenes by halo blur and changing the distance between components and participants. The accuracy and ease of two methods are compared by analyzing the data of time and deviation needed by the participants to perform interactive tasks such as viewing, grasping and sliding in the virtual scene.The results show that adding halo blur is a better way to reduce the depth conflict in virtual scene.
Key words: interaction paradigm    graphical components    depth conflict    user experience
收稿日期: 2020-03-02 出版日期: 2020-09-25
CLC:  TP391.9  
基金资助: 文化和旅游部重点实验室资助项目(WZ20180002).
通讯作者: ORCID:http://orcid.org/ 0000?0001?6151?3959,E?mail:sunyuchaorichard@163.com.     E-mail: sunyuchaorichard@163.com
作者简介: 吕德生(1974—),ORCID:http://orcid.org/ 0000?0001?8711?5713,男,博士,副教授,主要从事虚拟现实技术、数字仿真设计等研究.。
服务  
把本文推荐给朋友
加入引用管理器
E-mail Alert
RSS
作者相关文章  
吕德生
孙煜超
王嘉忆

引用本文:

吕德生, 孙煜超, 王嘉忆. 虚拟场景中图形化交互组件的深度冲突缓解研究[J]. 浙江大学学报(理学版), 2020, 47(5): 564-571.

LYU Desheng, SUN Yuchao, WANG Jiayi. Research on depth conflict reduction of graphical interactive components in virtual scenes. Journal of Zhejiang University (Science Edition), 2020, 47(5): 564-571.

链接本文:

https://www.zjujournals.com/sci/CN/10.3785/j.issn.1008-9497.2020.05.008        https://www.zjujournals.com/sci/CN/Y2020/V47/I5/564

1 DIX A. Human-computer interaction: A stable discipline, a nascent science, and the growth of the long tail[J]. Interacting with Computers, 2010, 22(1): 13-27.
2 GREEN M, JACOB R J K. SIGGRAPH’90 workshop report:Software architectures and metaphors for non-WIMP user interfaces[J]. Computers & Graphics, 1991,25(3):229-235. DOI:10.1109/WETICE.1999.10004
3 IOANNIS G,JOHANNES S,ANTONIO K, et al. Attention as an input modality for post-WIMP interfaces using the viGaze eye tracking framework[J]. Multimedia Tools & Applications, 2016, 75(6): 2913-2929. DOI: 10.1007/s11042-014-2412-5
4 张凤军, 戴国忠, 彭晓兰. 虚拟现实的人机交互综述[J]. 中国科学(信息科学), 2016, 46(12): 1711-1736. DOI: 10.1360/N112016-00252 ZHANG F J, DAI G Z, PENG X L. Overview of human-computer interaction in virtual reality[J]. Scientia Sinica Informationis, 2016, 46(12): 1711-1736. DOI: 10.1360/N112016-00252
5 田丰,牟书,戴国忠,等. Post-WIMP环境下笔式交互范式的研究[J]. 计算机学报, 2004(7): 977-984. DOI:10.3321/j.issn:0254-4164.2004.07.015 TIAN F, MU S, DAI G Z. Research on pen-interactive paradigm in post-WIMP environment[J]. Chinese Journal of Computers, 2004(7): 977-984. DOI: 10.3321/j.issn:0254-4164.2004.07.015
6 林一,陈靖,刘越,等.基于心智模型的虚拟现实与增强现实混合式移动导览系统的用户体验设计[J].计算机学报, 2015, 38(2): 408-422. DOI:10.3724/SP.J.1016.2015.00408 LIN Y, CHEN J, LIU Y,et al. User experience design of virtual reality and augmented reality hybrid mobile navigation system based on mental model[J]. Chinese Journal of Computers, 2015, 38(2): 408-422. DOI: 10.3724/SP.J.1016.2015.00408
7 张小龙, 吕菲, 程时伟. 智能时代的人机交互范式[J]. 中国科学(信息科学), 2018, 48(4): 406-418. ZHANG X L, LYU F, CHENG S W. The paradigm of human-computer interaction in the intelligent era[J]. Scientia Sinica Informationis, 2018, 48(4): 406-418.
8 LARAMEE R, WARE C. Rivalry and interference with a head-mounted display[J]. ACM Transactions on Computer-Human Interaction, 2002,9(3): 238-251. DOI: 10.1145/568513.568516
9 BROBERG D K. Infrastructures for home delivery, interfacing, captioning, and viewing of 3-D content[J]. Proceedings of the IEEE, 2011, 99(4): 684-693. DOI: 10.1109/JPROC.2010.2092390
10 SCHEMALI L,EISEMANN E. Design and evaluation of mouse cursors in a stereoscopic desktop environment [C]// 2014 IEEE Symposium on 3D User Interfaces (3DUI) . Minneapolis: IEEE, 2014. DOI: 10.1109/3DUI.2014.6798844
11 JONAS S, LIANE B, JOSEPH J L J, et al. Creating and analyzing stereoscopic 3D graphical user interfaces in digital games[C]// Sigchi Conference on Human Factors in Computing Systems. New York:ACM Press, 2013: 169. DOI: 10.1145/2470654.2470678
12 YONG J, HOSIK S, LEE S L, et al. Visual comfort improvement in stereoscopic 3D displays using perceptually plausible assessment metric of visual comfort[J]. IEEE Transactions on Consumer Electronics, 2014, 60(1): 1-9. DOI:10.1109/TCE.2014.6780918
13 FERREIRA J M, ACUNA S T, DIESTE O, et al. Impact of usability mechanisms: An experiment on efficiency, effectiveness and user satisfaction[J]. Information & Software Technology, 2020,117: 106195. DOI: 10.1016/j.infsof.2019.106195
14 帅立国. 虚拟现实及触觉交互技术:趋势与瓶颈[J]. 人民论坛·学术前沿, 2016(24): 68-83. SHUAI L G. Virtual reality and tactile interaction technology: Trends and bottlenecks[J]. Frontiers, 2016(24): 68-83.
15 NGUYEN C, DIVERDIS, HERTZMANN A, et al. Depth conflict reduction for stereo VR video interfaces[C]// 2018 CHI Conference on Human Factors in Computing Systems.Montreal,QC: ACM. 2018. DOI:10.1145/3173574.3173638
16 JASON J, RICHARD M . Human-centered design for VR interactions[C]// ACM Siggraph Courses. Anaheim: ACM,2016. DOI:10.1145/2897826.2927320
[1] 潘志庚, 袁庆曙, 陈胜男, 张明敏. 文化遗产数字化展示与互动技术研究与进展[J]. 浙江大学学报(理学版), 2020, 47(3): 261-273.