实测显示,AR中真实工具遮挡虚拟目标能显著提升深度感知与操作体验。
Impact of Target and Tool Visualization on Depth Perception and Usability in Optical See-Through AR
- 对比透明度不同的目标渲染,不透明目标更利于精准判断深度。
- 真实工具实时遮挡虚拟目标时,任务准确率最高且用户负担最小。
- 过度透明化目标会削弱深度线索,不适合追求精度的AR场景。
光学透视式增强现实(OST-AR)系统如Microsoft HoloLens 2在远距离引导(如手术)中具有潜力,但全息内容的深度感知和真实器械遮挡仍具挑战。本研究评估了不同透明度的目标渲染及三种工具可视化方式(虚拟工具全息、真实工具、无工具追踪)对深度感知与系统可用性的影响。10名参与者在HoloLens 2上完成两项实验:实验一比较高透与低透目标在臂距下的深度匹配表现;实验二在额骨目标上进行模拟手术定位任务,涵盖六种条件(2×3:两种目标透明度 × 三种工具模式)。收集数据包括深度匹配误差、目标定位误差、系统可用性、任务负荷及定性反馈。结果显示,不透明目标显著降低深度估计误差;真实工具遮挡虚拟目标时,准确率最高、可用性最佳、负荷最低;未追踪工具则表现最差。尽管高度透明目标允许看到真实工具,但轻微损害深度线索,未提升可用性。结论表明,正确处理实时遮挡、使虚拟内容不透明并被真实工具自然遮挡,对提升深度感知与精度至关重要。设计远距离AR系统应优先保障工具追踪与遮挡处理;若不可行,需谨慎使用透明度以平衡深度感知与工具可见性。
原文摘要 · Abstract (English)
Optical see-through augmented reality (OST-AR) systems like Microsoft HoloLens 2 hold promise for arm's distance guidance (e.g., surgery), but depth perception of the hologram and occlusion of real instruments remain challenging. We present an evaluation of how visualizing the target object with different transparencies and visualizing a tracked tool (virtual proxy vs. real tool vs. no tool tracking) affects depth perception and system usability. Ten participants performed two experiments on HoloLens 2. In Experiment 1, we compared high-transparency vs. low-transparency target rendering in a depth matching task at arm's length. In Experiment 2, participants performed a simulated surgical pinpoint task on a frontal bone target under six visualization conditions ($2 \times 3$: two target transparencies and three tool visualization modes: virtual tool hologram, real tool, or no tool tracking). We collected data on depth matching error, target localization error, system usability, task workload, and qualitative feedback. Results show that a more opaque target yields significantly lower depth estimation error than a highly transparent target at arm's distance. Moreover, showing the real tool (occluding the virtual target) led to the highest accuracy and usability with the lowest workload, while not tracking the tool yielded the worst performance and user ratings. However, making the target highly transparent, while allowing the real tool to remain visible, slightly impaired depth cues and did not improve usability. Our findings underscore that correct occlusion cues, rendering virtual content opaque and occluding it with real tools in real time, are critical for depth perception and precision in OST-AR. Designers of arm-distance AR systems should prioritize robust tool tracking and occlusion handling; if unavailable, cautiously use transparency to balance depth perception and tool visibility.
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