In this paper, a study aimed at investigating the effects of real (using eye tracking to determine the fixation) and simulated foveated blurring in immersive Virtual Reality is presented. Techniques to reduce the optical flow perceived at the visual field margins are often employed in immersive Virtual Reality environments to alleviate discomfort experienced when the visual motion perception does not correspond to the body’s acceleration. Although still preliminary, our results suggest that for participants with higher self-declared sensitivity to sickness, there might be an improvement for nausea when using blurring. The (perceived) difficulty of the task seems to improve when the real foveated method is used.
Real vs Simulated Foveated Rendering to Reduce Visual Discomfort in Virtual Reality / Caputo, Ariel; Giachetti, Andrea; Abkal, Salwa; Marchesini, Chiara; Zancanaro, Massimo. - 12936:(2021), pp. 177-185. (Intervento presentato al convegno 18th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2021 tenutosi a Bari, Italia nel 30th August-3rd September 2021) [10.1007/978-3-030-85607-6_12].
Real vs Simulated Foveated Rendering to Reduce Visual Discomfort in Virtual Reality
Zancanaro, Massimo
2021-01-01
Abstract
In this paper, a study aimed at investigating the effects of real (using eye tracking to determine the fixation) and simulated foveated blurring in immersive Virtual Reality is presented. Techniques to reduce the optical flow perceived at the visual field margins are often employed in immersive Virtual Reality environments to alleviate discomfort experienced when the visual motion perception does not correspond to the body’s acceleration. Although still preliminary, our results suggest that for participants with higher self-declared sensitivity to sickness, there might be an improvement for nausea when using blurring. The (perceived) difficulty of the task seems to improve when the real foveated method is used.File | Dimensione | Formato | |
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