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图学学报 ›› 2024, Vol. 45 ›› Issue (3): 528-538.DOI: 10.11996/JG.j.2095-302X.2024030528

• 计算机图形学与虚拟现实 • 上一篇    下一篇

虚拟现实中眼动交互频率对视觉疲劳影响的研究

严家豪(), 吕健(), 侯宇康, 莫心祝   

  1. 贵州大学现代制造技术教育部重点实验室,贵州 贵阳 550025
  • 收稿日期:2023-07-31 接受日期:2023-12-07 出版日期:2024-06-30 发布日期:2024-06-11
  • 通讯作者:吕健(1983-),男,副教授,博士。主要研究方向为虚拟现实、工业设计与交互设计等。E-mail:jlv@gzu.edu.cn
  • 第一作者:严家豪(1998-),男,硕士研究生。主要研究方向为虚拟现实与工业设计。E-mail:314383452@qq.com
  • 基金资助:
    国家自然科学基金项目(52065010);贵州科技计划项目([2022]2-3);贵州科技计划项目([2022] General 067)

Research on the influence of eye movement interaction frequency on visual fatigue in virtual reality

YAN Jiahao(), LV Jian(), HOU Yukang, MO Xinzhu   

  1. Key Laboratory of Advanced Manufacturing Technology of the Ministry of Education, Guizhou University, Guiyang Guizhou 550025, China
  • Received:2023-07-31 Accepted:2023-12-07 Published:2024-06-30 Online:2024-06-11
  • First author:YAN Jiahao (1998-), master student. His main research interests cover virtual reality and industrial design. E-mail:314383452@qq.com
  • Supported by:
    National Natural Science Foundation of China(52065010);Science and Technology Projects in Guizhou Province([2022]2-3);Science and Technology Projects in Guizhou Province([2022] General 067)

摘要:

为探究虚拟现实(VR)中眼动交互频率的高低是否会引起用户视觉疲劳,本文选取了25名被试者,在VR房间进行了视觉疲劳实验,在0.2~1.6 Hz范围内设置8个交互频率,每位被试者分别在每个频率下进行了20 min的实验。使用头戴式显示器(HMD)内置的眼动仪采集瞳孔直径数据和眨眼数据,将采集的数据进行线性插值处理和降噪处理。首先,使用五级疲劳量表记录被试者的主观评价,利用瞳孔直径的相对变化率反映疲劳程度。然后,使用Spearman相关性分析来探究视觉舒适度评分和眨眼频率之间的联系,再进行Kruskal-Wallis检验分析眨眼频率与交互频率的关系。最后,以VR中FAST馈源拆装机器人数字孪生系统为例验证该方法的可行性。实验结果表明,0.6 Hz的瞳孔直径变化率最小,在-1.86%~2.26%之间浮动,是相对舒适的交互频率;视觉疲劳等级最高时的眨眼频率为52次/分;在频率范围为0.2~0.6 Hz之间时,随着交互频率的减少,被试者的视觉疲劳程度在增加,在0.8~1.6 Hz之间时,被试者的视觉疲劳程度随着交互频率的增加而增加,0.6 Hz时的眨眼频率最低;合适的眼动交互频率能够降低视觉疲劳的程度。

关键词: 虚拟现实, 视觉疲劳, 眼动交互, 瞳孔直径, 眨眼频率

Abstract:

To investigate whether the frequency of eye movement interaction in virtual reality (VR) causes visual fatigue in users, 25 participants were selected for a visual fatigue experiment in a VR room. Eight interaction frequencies were set within the range of 0.2 to 1.6 Hz, and each participant underwent a 20-minute experiment at each frequency. Data on pupil diameter and blink frequency were captured using the built-in eye tracker in the head-mounted display (HMD) and were then subjected to linear interpolation and noise reduction processing. Firstly, subjective evaluations of the participants were recorded using a five-level fatigue scale, and the relative change rate in pupil diameter was utilized to reflect the degree of fatigue. Then, Spearman correlation analysis was employed to explore the relationship between subjective comfort ratings and blink frequency. Additionally, Kruskal-Wallis tests were conducted to analyze the relationship between blink frequency and interaction frequency. Finally, the proposed method was validated using the FAST disassembly and assembly robot digital twin system in VR. The experimental results demonstrated that the pupil diameter variation rate was minimal at 0.6 Hz, ranging from -1.86% to 2.26%, indicating a relatively comfortable interaction frequency. The highest blink frequency was 52 blinks per minute, with the highest level of visual fatigue. Within the frequency range of 0.2 to 0.6 Hz, the participants’ visual fatigue increased as the interaction frequency decreased. However, within the range of 0.8 to 1.6 Hz, the visual fatigue increased with the increase in frequency, with the lowest blink frequency observed at 0.6 Hz. Thus, appropriate eye movement interaction frequencies can reduce the degree of visual fatigue.

Key words: virtual reality, visual fatigue, eye movement interaction, pupil diameter, blinking frequency

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