Influence of Animated Reality Mixing Techniques on User Experience

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)
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Virtual content
(FG)
Related Work
• Camera artifacts rendering [Klein and Murray 2010]
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Related Work
• Perception study: Motion blur was noticeable but had no
effect on performance in a racing game [Sharan et al. 2013]
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Overview
• Three experiments testing different aspects of mixing techniques
– Motion blur
– Latency
– Visual realism
• Record user’s experience and performance
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ARTravelers
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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.
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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
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Results Experiment 1: Motion Blur
• Multivariate analysis shows no significant effect
Player Experience
Player Performance
Enjoyment
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Satisfaction
Matching
Results Experiment 1: Motion Blur
• Correlation matrix
confirms results
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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
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Experiment 2: Latency
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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
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Results Experiment 2: Latency
• Linear regression model
• Latency has significant negative effect on score, satisfaction,
and responsiveness
Score
(p=0.009)
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Enjoyment
(p=0.064)
Score satisfaction
(p=0.002)
Responsiveness
(p=0.001)
Results Experiment 2: Latency
• Correlation matrix
confirms results
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ARPix
• Take a picture with the virtual character Eva
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Experiment 3: Lighting/Camera Artifacts
• Participant is presented
with 4 versions
• Chooses preferred one
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Experiment 3: Lighting/Camera Artifacts
• Correct lighting
• Camera artifacts on
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Experiment 3: Lighting/Camera Artifacts
• Correct lighting
• Camera artifacts off
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Experiment 3: Lighting/Camera Artifacts
• Incorrect lighting
• Camera artifacts on
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Experiment 3: Lighting/Camera Artifacts
• Incorrect lighting
• Camera artifacts off
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Results Experiment 3: Lighting/Camera Artifacts
•
•
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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
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Thank you!
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