计算机科学 ›› 2025, Vol. 52 ›› Issue (4): 212-221.doi: 10.11896/jsjkx.240700040
谢泽华1,2, 傅月瑶3, 何煜4, 胥森哲5, 任洋甫1,2,3, 于歌4, 张松海1,2,3
XIE Zehua1,2, FU Yueyao3, HE Yu4, XU Senzhe5, REN Yangfu1,2,3, YU Ge4, ZHANG Songhai1,2,3
摘要: 在虚拟现实中,增加头部旋转增益,可显著提高用户的探索效率。由于空间限制,用户常需进行大幅头部旋转以观察整个场景,这会在一定程度上牺牲舒适性。应用头部旋转增益能够在小幅旋转头部的前提下实现虚拟场景的大角度旋转,使用户能更轻松地观察整个场景。在虚拟现实场景探索过程中,用户经常需要抬头或低头,但目前对于在俯视或仰视状态下的头部旋转阈值方面的研究不足。因此,重点关注用户在仰视、俯视及平视状态下的头部旋转增益差异,并探究加入俯仰角后用户舒适的头部旋转阈值范围。通过设计虚拟场景引导用户在不同的俯仰角度进行头部旋转,并通过心理物理学实验收集用户反馈,对比各个状态下的头部旋转增益。研究结果表明,引入俯仰角后用户对旋转阈值的感知发生了显著变化,不同俯仰角度下舒适的头部旋转阈值具有显著差异。
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