← 研踪 PaperTrailarXiv:2608.04971 · v2
Exploring Cross-Reality Transitions between Projections and Head-Mounted Displays for Immersive Digital Art
首次提交 2026-08-05 23:43
版本更新 2026-11-10 22:25
雷达观测 2026-11-11 13:08
摘要
Immersive exhibitions increasingly combine large-scale projections with mixed reality (MR) head-mounted displays (HMDs), but how users perceive transitions across these heterogeneous visualization environments remains underexplored. We investigate cross-reality (CR) object- and scene-level transitions in a hybrid immersive art installation spanning projection, augmented reality (AR), and virtual reality (VR). In a within-subjects study (N=24), we compared a calibrated condition with a bundled inconsistency condition introducing noticeable differences in spatial alignment, visual appearance, and cross-device latency. This contrast was used not to establish perceptual thresholds or hardware targets, but as a diagnostic probe to make transition disruptions more perceptible and discussable. The inconsistency condition reduced presence and increased workload. Interviews showed that spatial misalignment disrupted action-outcome predictability, appearance mismatch reduced aesthetic coherence, and latency weakened perceived responsiveness. Effects also varied by asset type: rigid static assets exposed inconsistencies more clearly, animated skeletal assets shifted attention toward motion, and particle effects often masked small discrepancies. These findings clarify how users perceive projection-MR transitions and support asset-aware design strategies for coherent hybrid immersive art. We also release HUICRSync, an open-source Unreal Engine plugin for prototyping projection-MR CR experiences.
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v2 · 2026-11-10 22:25 · 最新观测版本
Exploring Cross-Reality Transitions between Projections and Head-Mounted Displays for Immersive Digital Art
Immersive exhibitions increasingly combine large-scale projections with mixed reality (MR) head-mounted displays (HMDs), but how users perceive transitions across these heterogeneous visualization environments remains underexplored. We investigate cross-reality (CR) object- and scene-level transitions in a hybrid immersive art installation spanning projection, augmented reality (AR), and virtual reality (VR). In a within-subjects study (N=24), we compared a calibrated condition with a bundled inconsistency condition introducing noticeable differences in spatial alignment, visual appearance, and cross-device latency. This contrast was used not to establish perceptual thresholds or hardware targets, but as a diagnostic probe to make transition disruptions more perceptible and discussable. The inconsistency condition reduced presence and increased workload. Interviews showed that spatial misalignment disrupted action-outcome predictability, appearance mismatch reduced aesthetic coherence, and latency weakened perceived responsiveness. Effects also varied by asset type: rigid static assets exposed inconsistencies more clearly, animated skeletal assets shifted attention toward motion, and particle effects often masked small discrepancies. These findings clarify how users perceive projection-MR transitions and support asset-aware design strategies for coherent hybrid immersive art. We also release HUICRSync, an open-source Unreal Engine plugin for prototyping projection-MR CR experiences.
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