Influence of Animated Reality Mixing Techniques on User Experience Fabio Zünd1, Marcel Lancelle1, Mattia Ryffel2, Robert W. Sumner1,2, Kenny Mitchell2, Markus Gross1,2 1ETH Zurich, 2Disney Research Zurich Switzerland Motivation • Augmented Reality relies on mixing techniques Camera image (BG) 2 Virtual content (FG) Related Work • Camera artifacts rendering [Klein and Murray 2010] 3 Related Work • Perception study: Motion blur was noticeable but had no effect on performance in a racing game [Sharan et al. 2013] 4 Overview • Three experiments testing different aspects of mixing techniques – Motion blur – Latency – Visual realism • Record user’s experience and performance 5 ARTravelers 6 7 Experiment 1: Motion Blur • Depends on velocity of objects and camera exposure time • Three different motion blur configurations – A: no blur (bright scene) – B: only BG blur (dark scene, not matching FG and BG) – C: FG and BG blur (dark scene, matching FG and BG) • Hypothesis: In B player performance and experience is worse than in A an C. 8 9 Experiment 1: Motion Blur • 12 players, each 5 runs (1st run is training), 60 sec • Capture – User’s total score – Questions (1 to 5): • Enjoyment • Score satisfaction • Matching of FG and BG 10 Results Experiment 1: Motion Blur • Multivariate analysis shows no significant effect Player Experience Player Performance Enjoyment 11 Satisfaction Matching Results Experiment 1: Motion Blur • Correlation matrix confirms results 12 Experiment 2: Latency • Latency caused by hardware and software • Add artificial video latency – Between 0 ms and 1200 ms • Hypothesis: Latency decreases performance and experience 13 Experiment 2: Latency 14 Experiment 2: Latency • 9 players, each 7 runs (1st, 2nd run is training), 40 sec • Capture – User’s total score – Questions (1 to 5): • Enjoyment • Score satisfaction • Responsiveness 15 Results Experiment 2: Latency • Linear regression model • Latency has significant negative effect on score, satisfaction, and responsiveness Score (p=0.009) 16 Enjoyment (p=0.064) Score satisfaction (p=0.002) Responsiveness (p=0.001) Results Experiment 2: Latency • Correlation matrix confirms results 17 ARPix • Take a picture with the virtual character Eva 18 19 Experiment 3: Lighting/Camera Artifacts • Participant is presented with 4 versions • Chooses preferred one 20 Experiment 3: Lighting/Camera Artifacts • Correct lighting • Camera artifacts on 21 Experiment 3: Lighting/Camera Artifacts • Correct lighting • Camera artifacts off 22 Experiment 3: Lighting/Camera Artifacts • Incorrect lighting • Camera artifacts on 23 Experiment 3: Lighting/Camera Artifacts • Incorrect lighting • Camera artifacts off 24 Results Experiment 3: Lighting/Camera Artifacts • • 25 Chi-square goodness-of-fit test confirms significant differences in groups A, B, C, D Majority choose version A (correct lighting, artifacts on) Location 1 (32 users) Location 2 (40 users) Chi-square(3)=17.545 p=0.001 Chi-square(3)=17.157 p=0.001 Conclusion • In our Augmented Reality games – Even strong motion blur has only little effect – Latency strongly correlates with player performance and experience – Subtle visual realism is noticed and preferred 26 Thank you! 27
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