Abstract:
One major benefit of wearable computers is that users can naturally move and
explore computer-mediated realities. However, researchers often observe that
users' space and motion perception severely differ in such environments
compared to the real world, an effect that is often attributed to slight
discrepancies in sensory cues, for instance, caused by tracking inaccuracy or
system latency. This is particularly true for virtual reality (VR), but such
conflicts are also inherent to augmented reality (AR) technologies. Although,
head-worn displays will become more and more available soon, the effects on
motion perception have rarely been studied, and techniques to modify
self-motion in AR environments have not been leveraged so far. In this paper
we introduce the concept of computer-mediated optic flow, and analyze its
effects on self-motion perception in AR environments. First, we introduce
different techniques to modify optic flow patterns and velocity. We present a
psychophysical experiment which reveals differences in self-motion perception
with a video see-through head-worn display compared to the real-world viewing
condition. We show that computer-mediated optic flow has the potential to
make a user perceive self-motion as faster or slower than it actually is, and
we discuss its potential for future AR setups.
Social Program