本研究目的是要評估在虛擬環境中,影響人類深度知覺的主要因子,探討不同視覺方向、空間線索以及深度感形式對人類在判斷相對距離深度知覺之影響。本研究分兩階段,第一階段為使用虛擬實境應用軟體Unity 3.0建立實驗場景進行不同相對距離組合實驗;第二階段為實驗後請受測者填寫SSQ問卷以分析受測者主觀不舒適程度。研究結果發現,當俯視角度較大時受測者對於相對距離壓縮的情形較小故正確率較高,但容易對近距離高估;俯視角度較小則容易對遠距離低估。水平視覺90度方向對於評估時間有顯著影響,可能原因是方向偵測性。而空間線索中封閉空間能夠有邊界讓受測者判斷較快速且準確。在深度感形式中完全凹入與完全凸出會發生調節功能違背正常視覺生理的立體視覺特性,導致所看到的景象與真實經驗不符且容易使受測者判斷時間較長且會產生不舒服、疲勞等症狀,但對於這種日常生活不多見的立體視覺體驗能夠帶給受測者愉快感。由於虛擬環境在深度空間中具有被壓縮的特性,未來針對虛擬實境顯示系統進行設計時,應該加強深度知覺提示等顯示部分以避免錯誤發生。
The purpose of this study was to explore human depth perception factors in the virtual environment. The factors included different visual directions, space cues and the form of depth perception. In this study, there were two stages. The first stage used Unity 3.0 to establish the experimental virtual environment. In the second stage the subject was asked to fill in the simulator sickness questionnaire after the experiment and their performance in distance estimation and degree of subjective discomfort was collected and analyzed. The results showed that when subject’s viewing angle was large, the phenomenon of relative distance compression was small and the performance was better but was easy to overestimate the shorter distance. When the viewing angle was small, it was easy to underestimate the longer distance. The 90° horizontal visual direction had a significant larger assessment time. The subject was able to judge more quickly and accurately in the closed space with boundary. When the display contained concave or convex objects, the subject took a longer assessment time and produced more visual discomfort and fatigue symptoms. But this uncommon stereoscopic visual experience was able to bring a sense of exhilaration. The study further suggested that since the depth perception in virtual environments was of compression characteristics, it should be cautioned when there was a need to perform precise tasks to avoid errors in the depth axis.
為了持續優化網站功能與使用者體驗,本網站將Cookies分析技術用於網站營運、分析和個人化服務之目的。
若您繼續瀏覽本網站,即表示您同意本網站使用Cookies。