Abstract
The development of virtual scene requires a more natural paradigm to meet the needs of users, and the graphical paradigm can be an effective supplement to the natural paradigm. At present, there is little research on the use of graphical paradigm in virtual space, and there is still a depth conflict between the graphical interactive components and the subject of the scene in the application of virtual scene. This article proposes a new interactive paradigm ie. SOMRM paradigm, and takes virtual reality (VR) finding difference scene and augmented reality (AR) Tetris scene as examples. It studies two methods of reducing the depth conflict in virtual scenes by halo blur and changing the distance between components and participants. The accuracy and ease of two methods are compared by analyzing the data of time and deviation needed by the participants to perform interactive tasks such as viewing, grasping and sliding in the virtual scene. The results show that adding halo blur is a better way to reduce the depth conflict in virtual scene.
| Translated title of the contribution | Research on depth conflict reduction of graphical interactive components in virtual scenes |
|---|---|
| Original language | Chinese (Traditional) |
| Pages (from-to) | 564-571 and 581 |
| Journal | Journal of Zhejiang University, Science Edition |
| Volume | 47 |
| Issue number | 5 |
| DOIs | |
| State | Published - 1 Sep 2020 |
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