Motion-Enhanced Peripheral Color Discrimination in VR: Interactions with Crowding and Speed

Publisher:
Association for Computing Machinery (ACM)
Publication Type:
Conference Proceeding
Citation:
Proceedings of the SIGGRAPH Asia 2025 Technical Communications, 2025, pp. 1-4
Issue Date:
2025-12-15
Full metadata record
Peripheral color perception in VR is challenged when motion, crowding, and eccentricity interact, yet their combined effects remain poorly understood. We conducted a within-subjects color-matching study in a head-mounted display (Meta Quest Pro; N = 20), crossing motion (static, 5, 8 rad/s), eccentricity (10°, 30°), and crowding (4:4 vs. 1:6 target:distractor) under eye-tracked fixation. Moderate oscillatory motion (5–8 rad/s) robustly improved performance, reducing hue error (Δh) by 40–43% and total color difference (ΔE, CIEDE2000) by ∼ 30%, while crowding had no significant effect. A pronounced Motion × Eccentricity interaction revealed a chroma-bias reversal: chroma was overestimated at 10° and underestimated at 30° during static viewing, whereas motion flipped this pattern. These findings fill a key gap in dynamic peripheral color perception for VR and suggest actionable design guidance: moderate motion can support color-critical peripheral elements, and rendering pipelines should apply motion- and eccentricity-aware chroma compensation.
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