收稿日期: 2018-04-04
网络出版日期: 2018-08-31
基金资助
上海市软件和集成电路产业发展专项资金资助项目(170516);上海大学电影学高峰学科和上海电影特效工程技术研究中心资助项目(16dz2251300)
Effect of crossing event in VR on perception of the audience
Received date: 2018-04-04
Online published: 2018-08-31
虚拟现实(virtual reality, VR)电影中, 穿越事件具有强烈的冲击感知和沉浸表现. 为了探索VR电影创作中的事件布局与运动设计规则, 研制穿越事件感知测量平台, 并通过任务型驱动实验研究观众反应时间与运动方位、运动速度和静止深度的关系, 完成穿越事件对沉浸、舒适和情绪的主观评分, 建立穿越事件感知模型. 实验结果表明: 反应时间标准偏差随着深度的增加而显著增加; 右侧目标丢失率低且主观感受良好; 正上方和正下方的舒适度最低, 紧张程度最高, 且分别是丢失率最低和最高点, 其中最低点的沉浸感最低; 低速($\le $20 m/s)时, 静止在中部(14 m)的目标往往更快被注意, 而高速($\ge $20 m/s)时, 中部的目标更容易丢失.
田丰, 戴帅凡, 董凤龙, 张芷依, 褚灵伟 . 虚拟现实电影中穿越事件对观众感知的影响[J]. 上海大学学报(自然科学版), 2018 , 24(4) : 535 -544 . DOI: 10.12066/j.issn.1007-2861.2046
Crossing event in VR movies has strong visual impact on observers and can provide an ideal environment for immersion. To explore the methods of layout and kinematic design in VR movies, task-based perception experiment has been designed to analyze the relationship between response time and start position, velocity, and depth of endpoint. At the same time, the effect of movement on immersion, comfort and emotion can be analyzed through subjective questionnaire, and sense perception regularity of crossing events can be built. The experiment results indicate that standard deviation of response time significantly increases with depth, that the object crossing left has lower loss rate and is more enjoyable, and that the objects crossing right above or below are most annoying and have the lowest and highest loss rate respectively. It is also learned that the one below breaks immersion seriously, and that slow object ($\leq 20$ m/s) gets noticed quickly when it stops at the middle of space behind people, while fast object ($\geq20$ m/s) has higher loss rate when it stops at the same place.
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