Article(id=1279511975549965187, tenantId=1146029695717560320, journalId=1278651732997652489, issueId=1279511628118986881, articleNumber=null, orderNo=null, doi=10.12086/oee.2026.250316, pmid=null, cstr=32245.14.oee.2026.250316, oa=null, hot=null, price=null, onlineType=0, articleFormat=0, articleType=null, articleTypeStr=null, receivedDate=1761148800000, receivedDateStr=2025-10-23, revisedDate=1769529600000, revisedDateStr=2026-01-28, acceptedDate=1769961600000, acceptedDateStr=2026-02-02, onlineDate=1782989027153, onlineDateStr=2026-07-02, pubDate=1776960000000, pubDateStr=2026-04-24, doiRegisterDate=null, doiRegisterDateStr=null, onlineIssueDate=1782989027153, onlineIssueDateStr=2026-07-02, onlineJustAcceptDate=null, onlineJustAcceptDateStr=null, onlineFirstDate=null, onlineFirstDateStr=null, sourceXml=null, magXml=null, createTime=1782989027153, creator=13701087609, updateTime=1782989027153, updator=13701087609, issue=Issue{id=1279511628118986881, tenantId=1146029695717560320, journalId=1278651732997652489, year='2026', volume='53', issue='4', pageStart='250244', pageEnd='250340', issueExtLink='null', onlineDate='null', pubDate='1776960000000', pubDateStr='2026-04-24', beforeIssueId=null, nextIssueId=null, price=null, status=1, issueComplete=1, articleOrder=1, issueType=1, specialIssue=null, createTime=1782988944320, creator='13701087609', updateTime=1782988944320, updator='13701087609', preIssue=null, nextIssue=null, articleTotal=null, ext=null, issueFiles=null, downloadFileDto=null}, startPage=250316, endPage=, ext={EN=ArticleExt(id=1279511977965884293, articleId=1279511975549965187, tenantId=1146029695717560320, journalId=1278651732997652489, language=EN, title=An experimental study on the influence of color saturation on immersive perception in virtual scenes, columnId=1279511977596785540, journalTitle=Opto-Electronic Engineering, columnName=Artical, runingTitle=null, highlight=null, articleAbstract=
Objective

Immersive experience is a core determinant of user engagement and perceptual quality in metaverse-oriented virtual reality systems. Display characteristics play a central role in shaping immersion, as they directly regulate visual information delivery in near-eye environments and mediate the perceptual coupling between users and virtual scenes. In immersive perception research, multiple display dimensions have been incorporated into analytical frameworks, with field of view, resolution, and luminance commonly treated as fundamental parameters due to their direct influence on spatial coverage, visual clarity, and contrast perception. Color saturation, although closely associated with visual vividness, realism, and affective response, is frequently configured as a scene attribute rather than examined as an independent perceptual control variable. As a result, the quantitative relationship between saturation modulation and immersive experience remains insufficiently characterized, particularly under controlled display conditions. This gap limits the perceptually informed optimization of immersive display systems. The objective of this study was therefore to systematically investigate the effect of color saturation on immersive perception in virtual reality display systems and to develop an objective immersion quantification framework that integrates display parameters with neurophysiological responses.

Methods

A controlled experimental paradigm was designed based on a virtual reality near-eye display system to isolate the perceptual effects of color saturation while minimizing confounding visual factors. Six virtual scenes were constructed with identical spatial structure, interaction logic, object arrangement, environmental layout, and motion cues, thereby ensuring that any observed perceptual differences could be attributed primarily to saturation manipulation rather than scene content variation. Color saturation was manipulated at six predefined levels spanning low to high saturation conditions, while all other visual parameters, including luminance, contrast, resolution, and viewing geometry, were held constant throughout the experiment. Participants performed standardized interaction–perception tasks within each scene to maintain consistent cognitive demand, attentional allocation, and sensorimotor engagement across experimental conditions. During task execution, electroencephalogram (EEG) signals were continuously recorded using wearable devices, enabling real-time capture of neural activity associated with immersive perception under naturalistic interaction states. Following each task, participants reported their perceived immersion using structured subjective questionnaires administered immediately after exposure to reduce memory bias. This experimental protocol enabled synchronized acquisition of behavioral context, subjective evaluation, and physiological signals under systematically varied saturation conditions. Statistical analyses were conducted to assess the effects of color saturation on subjective immersion scores and EEG-based objective indicators. On this basis, representative EEG features were extracted and combined with saturation parameters to construct an objective immersion quantification model capable of producing a continuous immersion index across conditions, thereby linking display-level manipulation with perceptual and neurophysiological responses.

Results and Discussions

Data analysis indicated that color saturation exerted an extremely significant influence on subjective immersion scores (p < 0.001) and a highly significant influence on objective immersion evaluation results based on EEG measurements (p < 0.01). Further analysis revealed a clear enhancement effect within the medium-to-high saturation range. Immersion increased significantly as saturation rose from approximately 75% to full saturation, whereas lower saturation conditions were associated with reduced immersion stability and weaker neural engagement. These results suggest that color saturation functions as an effective immersion-enhancing factor when maintained within an appropriate perceptual range, likely by strengthening visual salience, scene vividness, and perceptual presence without inducing sensory overload or discomfort. Importantly, the observed trends were consistent across participants and scene configurations, indicating that the saturation–immersion relationship was not driven by individual preference alone but reflected a more general perceptual mechanism.To bridge subjective experience and physiological measurement, an objective immersion quantification model was constructed by integrating color saturation parameters with EEG-derived features. The predicted immersion scores generated by the model showed high consistency with subjective questionnaire ratings, yielding a correlation coefficient of r = 0.885. This strong correspondence indicates that the proposed model effectively captured essential variations in immersive experience across different saturation conditions. In addition to predictive accuracy, the model offers an interpretable mapping between display-level color modulation and neural response patterns, supporting its use as an analysis tool rather than a black-box predictor. The results further demonstrate the feasibility of employing lightweight EEG signals as a complementary tool for immersion assessment, reducing exclusive reliance on post-experience questionnaires and enabling more continuous and objective evaluation of user experience.

Conclusions

Color saturation is confirmed as a significant and quantifiable display parameter influencing immersive experience in virtual reality systems. Increasing saturation within an appropriate range enhances immersion at both subjective and neurophysiological levels, with particularly strong effects observed in medium-to-high saturation conditions. The integration of saturation parameters with EEG signals enables objective and continuous immersion evaluation, offering a practical pathway toward real-time immersion monitoring in interactive virtual environments. The proposed framework provides methodological support for isolating display-parameter effects and offers actionable guidance for immersive display design and content color tuning in metaverse applications. More broadly, the modeling approach establishes a foundation for adaptive display systems that dynamically adjust visual parameters in response to user perceptual states, thereby contributing to the development of perceptually optimized, user-centered virtual reality experiences.

, authors=Qishuai Han, Zhenping Xia*, Guohui Zhao, Cheng Cheng, authorsList=Qishuai Han, Zhenping Xia, Guohui Zhao, Cheng Cheng, authorCompany=null, correspAuthors=Zhenping Xia, authorNote=null, correspAuthorsNote=
, copyrightStatement=Copyright © 2026 Opto-Electronic Engineering. All rights reserved., copyrightOwner=null, extLink=null, articleAbsUrl=null, sourceXml=null, magXml=null, pdfUrl=null, pdf=null, pdfFileSize=null, pdfExtLink=null, richHtmlUrl=null, mobilePdfUrl=null, reviewReport=null, pdfFirstPage=null, abstractGraph=null, abstractGraphContent=null, abstractVideo=null, citation=null, cebUrl=null, magXmlContent=null, mapNumber=null, fund=null), CN=ArticleExt(id=1279512022501004252, articleId=1279511975549965187, tenantId=1146029695717560320, journalId=1278651732997652489, language=CN, title=色彩饱和度对虚拟场景沉浸感知的影响研究及实验分析, columnId=1279511637858160772, journalTitle=光电工程, columnName=科研论文, runingTitle=null, highlight=null, articleAbstract=

元宇宙的快速发展对虚拟环境中的沉浸感提出了更高要求,显示系统作为人机交互的重要媒介,其设计优化已成为提升用户体验的关键问题。本文聚焦虚拟现实近眼显示系统中色彩饱和度对沉浸感的影响,构建了六种不同色彩饱和度的虚拟场景,结合交互感知任务、脑电信号采集与主观问卷评价,对沉浸感进行了主客观综合分析。结果表明,色彩饱和度对主观沉浸感具有极高度的显著性影响(p < 0.001),对客观沉浸感评价结果具有高度的显著性影响(p < 0.01);在75%至100%的色彩饱和度范围内,沉浸感随饱和度增加而明显提升。在此基础上,本文进一步构建了融合色彩饱和度与脑电信号的沉浸感客观量化模型,其预测结果与主观评分保持高度一致(r = 0.885)。研究结果可为面向元宇宙的沉浸式显示系统优化设计提供理论依据与实践参考。

, authors=韩启帅, 夏振平*, 赵国辉, 程成, authorsList=韩启帅, 夏振平, 赵国辉, 程成, authorCompany=null, correspAuthors=夏振平, authorNote=

韩启帅(2001-),男,硕士研究生,山东济宁人,主要从事显示技术方面的虚拟现实与神经科学测量、优化研究。E-mail:

夏振平(1985-),男,博士,副教授,硕士研究生导师,主要从事视觉相关的显示技术图像质量测量、评价和优化方面的研究。E-mail:

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韩启帅(2001-),男,硕士研究生,山东济宁人,主要从事显示技术方面的虚拟现实与神经科学测量、优化研究。E-mail:

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model-predicted scores and actual subjective scores, figureFileSmall=qfIZ1H46M2MLnQBQHeLSYw==, figureFileBig=7cMPcrcZvPErD5lQmUqjkQ==, tableContent=null), ArticleFig(id=1280951073263292447, tenantId=1146029695717560320, journalId=1278651732997652489, articleId=1279511975549965187, language=CN, label=图9, caption=模型预测评分与实际主观评分的相关性分析, figureFileSmall=qfIZ1H46M2MLnQBQHeLSYw==, figureFileBig=7cMPcrcZvPErD5lQmUqjkQ==, tableContent=null), ArticleFig(id=1280951073322012704, tenantId=1146029695717560320, journalId=1278651732997652489, articleId=1279511975549965187, language=EN, label=Tab.1, caption=

The ANOVA results revealed the effect of color saturation on subjective immersion scoresa

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Influence factorSubjective IPQ score
dfFSig.η2p
Color saturation5276.933<0.0010.888
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研究因素“色彩饱和度”对沉浸感主观评分影响的方差分析结果a

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Influence factorSubjective IPQ score
dfFSig.η2p
Color saturation5276.933<0.0010.888
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The results of the ANOVA analysis investigated the impact of color saturation on the objective scores of immersiona

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Influence factorAbsolute band powers of Beta
dfFSig. ${\eta }_{p}^{2} $
Color saturation53.374<0.010.088
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研究因素“色彩饱和度”对沉浸感客观评分影响的方差分析结果a

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Influence factorAbsolute band powers of Beta
dfFSig. ${\eta }_{p}^{2} $
Color saturation53.374<0.010.088
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色彩饱和度对虚拟场景沉浸感知的影响研究及实验分析
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韩启帅 , 夏振平 * , 赵国辉 , 程成
光电工程 | 科研论文 2026,53(4): 250316
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色彩饱和度对虚拟场景沉浸感知的影响研究及实验分析
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韩启帅(2001-),男,硕士研究生,山东济宁人,主要从事显示技术方面的虚拟现实与神经科学测量、优化研究。E-mail:

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韩启帅(2001-),男,硕士研究生,山东济宁人,主要从事显示技术方面的虚拟现实与神经科学测量、优化研究。E-mail:

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韩启帅 , 夏振平* , 赵国辉, 程成
作者信息
  • 苏州科技大学电子与信息工程学院,江苏 苏州 215009
通讯作者:
夏振平,
作者简介:

韩启帅(2001-),男,硕士研究生,山东济宁人,主要从事显示技术方面的虚拟现实与神经科学测量、优化研究。E-mail:

夏振平(1985-),男,博士,副教授,硕士研究生导师,主要从事视觉相关的显示技术图像质量测量、评价和优化方面的研究。E-mail:

An experimental study on the influence of color saturation on immersive perception in virtual scenes
Qishuai Han , Zhenping Xia* , Guohui Zhao, Cheng Cheng
Affiliations
  • College of Electronics and Information Engineering, Suzhou University of Science and Technology, Suzhou, Jiangsu 215009, China
出版时间: 2026-04-24 doi: 10.12086/oee.2026.250316
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元宇宙的快速发展对虚拟环境中的沉浸感提出了更高要求,显示系统作为人机交互的重要媒介,其设计优化已成为提升用户体验的关键问题。本文聚焦虚拟现实近眼显示系统中色彩饱和度对沉浸感的影响,构建了六种不同色彩饱和度的虚拟场景,结合交互感知任务、脑电信号采集与主观问卷评价,对沉浸感进行了主客观综合分析。结果表明,色彩饱和度对主观沉浸感具有极高度的显著性影响(p < 0.001),对客观沉浸感评价结果具有高度的显著性影响(p < 0.01);在75%至100%的色彩饱和度范围内,沉浸感随饱和度增加而明显提升。在此基础上,本文进一步构建了融合色彩饱和度与脑电信号的沉浸感客观量化模型,其预测结果与主观评分保持高度一致(r = 0.885)。研究结果可为面向元宇宙的沉浸式显示系统优化设计提供理论依据与实践参考。

元宇宙  /  沉浸感  /  显示系统设计  /  色彩饱和度  /  虚拟现实近眼显示技术
Objective

Immersive experience is a core determinant of user engagement and perceptual quality in metaverse-oriented virtual reality systems. Display characteristics play a central role in shaping immersion, as they directly regulate visual information delivery in near-eye environments and mediate the perceptual coupling between users and virtual scenes. In immersive perception research, multiple display dimensions have been incorporated into analytical frameworks, with field of view, resolution, and luminance commonly treated as fundamental parameters due to their direct influence on spatial coverage, visual clarity, and contrast perception. Color saturation, although closely associated with visual vividness, realism, and affective response, is frequently configured as a scene attribute rather than examined as an independent perceptual control variable. As a result, the quantitative relationship between saturation modulation and immersive experience remains insufficiently characterized, particularly under controlled display conditions. This gap limits the perceptually informed optimization of immersive display systems. The objective of this study was therefore to systematically investigate the effect of color saturation on immersive perception in virtual reality display systems and to develop an objective immersion quantification framework that integrates display parameters with neurophysiological responses.

Methods

A controlled experimental paradigm was designed based on a virtual reality near-eye display system to isolate the perceptual effects of color saturation while minimizing confounding visual factors. Six virtual scenes were constructed with identical spatial structure, interaction logic, object arrangement, environmental layout, and motion cues, thereby ensuring that any observed perceptual differences could be attributed primarily to saturation manipulation rather than scene content variation. Color saturation was manipulated at six predefined levels spanning low to high saturation conditions, while all other visual parameters, including luminance, contrast, resolution, and viewing geometry, were held constant throughout the experiment. Participants performed standardized interaction–perception tasks within each scene to maintain consistent cognitive demand, attentional allocation, and sensorimotor engagement across experimental conditions. During task execution, electroencephalogram (EEG) signals were continuously recorded using wearable devices, enabling real-time capture of neural activity associated with immersive perception under naturalistic interaction states. Following each task, participants reported their perceived immersion using structured subjective questionnaires administered immediately after exposure to reduce memory bias. This experimental protocol enabled synchronized acquisition of behavioral context, subjective evaluation, and physiological signals under systematically varied saturation conditions. Statistical analyses were conducted to assess the effects of color saturation on subjective immersion scores and EEG-based objective indicators. On this basis, representative EEG features were extracted and combined with saturation parameters to construct an objective immersion quantification model capable of producing a continuous immersion index across conditions, thereby linking display-level manipulation with perceptual and neurophysiological responses.

Results and Discussions

Data analysis indicated that color saturation exerted an extremely significant influence on subjective immersion scores (p < 0.001) and a highly significant influence on objective immersion evaluation results based on EEG measurements (p < 0.01). Further analysis revealed a clear enhancement effect within the medium-to-high saturation range. Immersion increased significantly as saturation rose from approximately 75% to full saturation, whereas lower saturation conditions were associated with reduced immersion stability and weaker neural engagement. These results suggest that color saturation functions as an effective immersion-enhancing factor when maintained within an appropriate perceptual range, likely by strengthening visual salience, scene vividness, and perceptual presence without inducing sensory overload or discomfort. Importantly, the observed trends were consistent across participants and scene configurations, indicating that the saturation–immersion relationship was not driven by individual preference alone but reflected a more general perceptual mechanism.To bridge subjective experience and physiological measurement, an objective immersion quantification model was constructed by integrating color saturation parameters with EEG-derived features. The predicted immersion scores generated by the model showed high consistency with subjective questionnaire ratings, yielding a correlation coefficient of r = 0.885. This strong correspondence indicates that the proposed model effectively captured essential variations in immersive experience across different saturation conditions. In addition to predictive accuracy, the model offers an interpretable mapping between display-level color modulation and neural response patterns, supporting its use as an analysis tool rather than a black-box predictor. The results further demonstrate the feasibility of employing lightweight EEG signals as a complementary tool for immersion assessment, reducing exclusive reliance on post-experience questionnaires and enabling more continuous and objective evaluation of user experience.

Conclusions

Color saturation is confirmed as a significant and quantifiable display parameter influencing immersive experience in virtual reality systems. Increasing saturation within an appropriate range enhances immersion at both subjective and neurophysiological levels, with particularly strong effects observed in medium-to-high saturation conditions. The integration of saturation parameters with EEG signals enables objective and continuous immersion evaluation, offering a practical pathway toward real-time immersion monitoring in interactive virtual environments. The proposed framework provides methodological support for isolating display-parameter effects and offers actionable guidance for immersive display design and content color tuning in metaverse applications. More broadly, the modeling approach establishes a foundation for adaptive display systems that dynamically adjust visual parameters in response to user perceptual states, thereby contributing to the development of perceptually optimized, user-centered virtual reality experiences.

metaverse  /  immersion  /  display system design  /  color saturation  /  virtual reality near-eye display technology
韩启帅, 夏振平, 赵国辉, 程成. 色彩饱和度对虚拟场景沉浸感知的影响研究及实验分析. 光电工程, 2026 , 53 (4) : 250316 - . DOI: 10.12086/oee.2026.250316
Qishuai Han, Zhenping Xia, Guohui Zhao, Cheng Cheng. An experimental study on the influence of color saturation on immersive perception in virtual scenes[J]. Opto-Electronic Engineering, 2026 , 53 (4) : 250316 - . DOI: 10.12086/oee.2026.250316
近年来,元宇宙的迅猛发展正在重塑旅游、交通、医疗和娱乐等行业格局。通过营造虚拟环境,用户可获得全新的沉浸式交互体验,从而强化了沉浸感在相关研究中的核心意义[1-2]。沉浸感已成为衡量元宇宙应用价值和用户体验水平的重要标准,受到学术界及产业界的广泛关注。在旅游领域,元宇宙借助虚拟旅游体验和虚拟景点展示,为用户提供了全新的旅行方式,突破了地域限制[3];在交通行业,元宇宙帮助用户进行虚拟驾驶体验和交通流量模拟[4],为智能出行提供创新解决方案;在娱乐应用方面,元宇宙依托虚拟游戏、沉浸式影视内容及虚拟演艺活动等形式,为用户构建了多样化的互动式娱乐体验[5];在医疗应用层面,元宇宙技术被逐步引入远程诊疗、康复训练及心理干预等环节[6],为患者提供了更加便捷和高效的医疗服务[7]
沉浸感被视为评估元宇宙应用的重要维度,它反映了用户在虚拟环境中的注意集中程度及生理反应状况,并与交互效率和情绪体验紧密联系[8]。虚拟环境中的沉浸体验水平对用户的专注程度与整体交互质量具有决定性作用[9]。因此,围绕沉浸感的测度与优化逐渐成为元宇宙研究的重点方向,而显示技术的演进则为其发展提供了关键支撑。
提升沉浸感的核心在于显示技术的迭代与突破[10-11]。随着研究的不断深入,显示技术的目标已逐步超越对基础功能的满足[12-13],并呈现出多维度发展的趋势,包含了众多关键显示参数[14]。它们不仅塑造了用户的感知体验,同时也是沉浸感建模过程中不可或缺的重要因子[15],在诸多显示参数中,色彩饱和度(color saturation)被认为对沉浸体验的增强具有关键意义[16]
在现有研究中,Lin等[17]发现色彩的存在及其饱和度水平对现实生活图像的情感评价产生影响,并且这种影响受到图像情感效价的调节,提示色相和饱和度在处理时可能涉及不同的机制。Weijs团队[18]则发现,沉浸在不同色彩条件(其中包括亮度更低的环境与特定色相如红色)的虚拟环境中能够改变生理唤起反应,具体表现为较暗环境中心率增加、心率变异性降低,而红色环境中的皮肤电导度增高,指示较高的唤起水平。此外,Rodríguez等[19]提出了一种基于影像色度计I29的虚拟现实(virtual reality, VR)头戴显示器色彩校准框架,并通过不同渲染场景验证其有效性,显示该框架能够稳定控制与测量头显的色彩输出,为VR研究应用提供了可靠保障。
尽管已有部分研究涉及色彩属性对沉浸体验的作用,但在固定色相与亮度的前提下,仅操控饱和度对沉浸感的定量作用仍缺乏系统阐明,尚未形成完善的模型。鉴于该领域的研究仍处于相对初步阶段,对元宇宙虚拟场景中沉浸感机制的认知与优化尚存不足。本文旨在识别沉浸感的主要影响因素,并建立具有解释性的预测模型以推动相关研究发展。
本文重点分析了决定元宇宙虚拟场景沉浸体验的主要参数,并对色彩饱和度在沉浸感提升中的作用进行了定量评估。在研究方法上,本文利用脑电图(electroencephalogram, EEG)信号表征客观状态,并辅以沉浸感量表(igroup presence questionnaire, IPQ)主观数据,对实验样本进行综合量化分析。据此探讨色彩饱和度对沉浸感的影响规律,并进一步构建其与沉浸感之间的预测模型。该模型为提升用户沉浸体验的色彩饱和度优化策略提供了理论依据。本研究为未来元宇宙沉浸式显示系统的优化及用户体验提升提供了新的参考路径。
人眼通过双眼协同作用,利用视网膜上的三种锥体细胞,分别对不同波长的光(红、绿、蓝)敏感,覆盖约380 nm到780 nm的可见光谱,从而精确感知色彩。色彩感知不仅限于色相的区分,还包括亮度(色彩的明暗程度)和饱和度(色彩的纯度)。在视觉过程中,低饱和度颜色呈灰色调,而高饱和度颜色则显得更加鲜艳。人眼的色彩辨识还受到外部光照、物体反射特性及视觉适应的影响[20],弱光环境下色彩感知能力减弱,而强光下则更加敏锐。通过这些机制,人眼能够在复杂光照条件下保持高精度的色彩识别,如图1所示。
色彩饱和度在显示技术领域通常是衡量虚拟环境中色彩表现的一项重要指标。显示设备的色彩饱和度与人眼的色彩感知能力紧密相关[21],其影响因素包括显示设备的硬件特性、色彩空间以及光源的亮度等。为了确保色彩饱和度的准确呈现,显示设备的设计通常会细分为多个参数,包括色彩饱和度、色域覆盖范围和亮度等,其中,色彩饱和度是优化显示效果和提升视觉体验的核心参数之一。
因此,在显示设备的设计与改进过程中,应重点关注人眼的色彩感知规律,并结合设备在色彩饱和度上的表现,使其在多样化环境下依然能够呈现清晰而稳定的画面效果。通过这样的设计优化,不仅有助于缓解视觉疲劳,还能进一步增强沉浸体验,使用户在虚拟场景中获得更加自然和逼真的感受。
在人类视觉系统中,色彩饱和度对整体场景的感知和动态变化的捕捉具有关键意义。已有研究提出多种改进策略,以期进一步增强用户在虚拟环境中的沉浸体验。例如,Dziembowski等[22]采用颜色校正技术,显著提高了沉浸式视频系统中多视角序列的色彩一致性和深度图质量,从而提升了合成虚拟视图的主观体验。Siess等[23]则研究了色温对沉浸感的影响,发现不同显示设备下,用户对色温的偏好存在显著差异,为优化沉浸体验提供了新的视角。尽管已有研究关注色彩饱和度在沉浸体验中的作用,但其与沉浸感之间的定量联系及客观测度仍缺乏深入的系统研究。
沉浸感通常被理解为个体在虚拟环境中产生的“情境在场感”与“自我投入感”的综合状态,其外在表现为对虚拟情境的持续选择性注意、对任务目标的高度认知投入,以及对现实环境线索的暂时屏蔽。在形成机理上,沉浸体验依赖于视觉、听觉、触觉等多模态感知信息的时空一致性与整合过程,通过高保真感知输入与稳定的感知-运动闭环,引导个体将注意资源从现实环境迁移并锁定于虚拟情境之中。进一步来看,沉浸感并非单纯由“看到什么”决定,还受到交互机制设计水平(如操作映射的自然性、反馈的及时性与可预期性)、内容呈现质量(如几何细节、纹理与光照精度、色彩与对比度设置)以及用户个体差异(如以往VR使用经验、空间能力、认知风格与对虚拟场景的先验预期)等多重因素的共同调节;这些因素通过影响感知可信度、行动可控性与任务意义感,进一步塑造个体在虚拟环境中的情境代入、时间流逝感知改变与情绪唤醒水平,从而决定沉浸体验的深度与稳定性。
近年来,随着神经科学和脑电技术的进步,学者们逐渐将EEG应用于虚拟环境中沉浸感的定量研究[24]。Taherysayah团队[25]将EEG与虚拟现实技术相结合,通过监测用户的大脑活动,评估并优化建筑设计环境对用户生理、心理和认知功能的影响;Chiossi 等[26]设计了基于EEG的自适应系统,通过监测内外部注意力状态,动态调整视觉复杂度,以优化虚拟现实中的工作记忆任务表现,降低认知负荷并提升任务执行效果。在此基础上,近年的多项VR–EEG研究进一步指出,Beta频段功率变化与沉浸/存在感水平密切相关:Tadayyoni等[27]指出沉浸/存在感相关的VR任务状态会引起额叶、中央与顶叶Beta频段特征的显著差异,从而使Beta频段可作为区分沉浸状态的关键EEG生物标志物之一;Safikhani等[28]发现虚拟场景的不同逼真度下Beta功率出现可分辨差异,提示Beta对体验操控更敏感,可作为存在感客观依据;Saha等[29]也报告了三水平存在感识别中,Beta相对功率及Beta /(Theta + Alpha)等Beta相关特征最关键,说明Beta频段对存在感水平具有判别力。
基于此,EEG信号中尤其是Beta频段特征,为虚拟场景中沉浸感的客观量化提供了可行途径,能够刻画个体在虚拟环境中的注意投射、任务参与度和情境投入水平,从而为沉浸式环境设计与交互策略优化提供关键的数据支持。
为了实现合理的虚拟场景渲染设计,采用标准化的饱和度分级流程:调节对象为渲染引擎输出的整帧图像(关闭自动曝光、自动白平衡与色调映射,移除界面叠层),按像素级逐点处理。
所有RGB数据来源于sRGB编码图像(IEC 61966-2-1,D65白点,8 bit/通道);在计算前先将sRGB值逆伽马还原为线性RGB。HSV色彩模型[30]本质上是对RGB色彩立方体的非线性、可逆重参数化,可在不改变物理色域的前提下将颜色拆解为更符合人眼知觉的色相 H、饱和度S和明度V三个分量[31],因此本文在实现饱和度操控时采用标准RGB↔HSV色域转换,将线性RGB映射至HSV空间,并将“与中性灰的偏离量”等价表示为HSV中的饱和度分量S。随后在HSV空间中对S分量实施分档缩放,从而在保持色相H与明度V基本不变的前提下实现六档饱和度刺激。处理后将结果夹紧到[0,1]并重新编码为sRGB,具体过程如下:
首先,设定原始RGB颜色为color = (R,G,B),每个分量的值范围为[0,1]。通过原始RGB分量计算中灰值(grayM):
$ gray_{\rm{M}}=\dfrac{R+G+B}{3} \;.$
接下来,计算颜色差值,得出每个分量相对于中灰值的差异:
$ dif fcolor=(R-{gray_{\rm{M}},}\;G-{gray_{\rm{M}},}\;B-{gray_{\rm{M}})} , $
也即:
$ {dif fcolor}_{R}=R-gray_{\rm{M}} , $
$ {dif fcolor}_{G}=G-gray_{\rm{M}} , $
$ {dif fcolor}_{B}=B-gray_{\rm{M}} . $
随后,引入色彩饱和度调整参数paramS,计算调节后的RGB值:
$ {newColor}_{R}=\dfrac{R+{dif fcolor}_{R}\cdot param_{\rm{S}}}{1+{dif fcolor}_{R}\cdot param_{\rm{S}}} \text{,} $
$ {newColor}_{G}=\dfrac{G+{dif fcolor}_{G}\cdot param_{\rm{S}}}{1+{dif fcolor}_{G}\cdot param_{\rm{S}}} \text{,} $
$ {newColor}_{B}=\dfrac{B+{dif fcolor}_{B}\cdot param_{\rm{S}}}{1+{dif fcolor}_{B}\cdot param_{\rm{S}}} . $
在调节饱和度后,新的RGB值将被转换为HSV模型。首先,计算最大值和最小值:
$ maxColor=\max\left({newColor}_{R},{newColor}_{G},{newColor}_{B}\right) \text{,} $
$ minColor=\min\left({newColor}_{R},{newColor}_{G},{newColor}_{B}\right) . $
接着,计算亮度:
$ V=maxColor . $
计算饱和度:
$ S=\left\{\begin{array}{ll}0, & {\mathrm{if}} \;maxColor=0\\ \dfrac{maxColor-minColor}{maxColor}, & {\mathrm{if}}\;maxColor\neq 0\end{array}\right. \;.$
计算增量:
$ \delta =maxColor-minColor . $
最后,计算色相(hue):
$ H=\left\{\begin{array}{l}0,\qquad \mathrm{if}\;\delta =0\\{60}^{\circ }\times \left(\dfrac{{newColor}_{G}-{newColor}_{B}}{\delta }\right),\\\qquad \mathrm{if}\;max{Color}={newColor}_{R}\\ {60}^{\circ }\times \left(2+\dfrac{{newColor}_{B}-{newColor}_{R}}{\delta }\right),\\\qquad \mathrm{if}\;max{Color}={newColor}_{G}\\ {60}^{\circ }\times \left(4+\dfrac{{newColor}_{R}-{newColor}_{G}}{\delta }\right),\\\qquad \mathrm{if}\;max{Color}={newColor}_{B}\end{array}\right. \;.$
H值为负,则加上360°以保证色相在0°至360°范围内。
基于上述推导,渲染模型以纯色为基准,将色彩饱和度调整参数划分为六个等级:0.000、−0.159、−0.335、−0.531、−0.752和−1.000,并分别对应色彩饱和度为100%、95%、90%、85%、80%和75%。此划分方式旨在系统化评估不同色彩饱和度性能对沉浸感的具体影响,如图2所示。
在渲染模型构建中,设置了多种交互方式,如虚拟物体操作、文字描摹与场景探索,以全面分析色彩饱和度对沉浸体验的影响。这些交互环节被设计为尽可能贴近现实情境,以帮助揭示色彩表现与用户感知之间的关系。在实验环节,受测者通过手柄完成两类典型任务:其一是空间拼合任务,任务要求参与者将分散的碎片依照逻辑顺序进行组合,以考察其空间认知能力与操作准确性;第二项任务为书法描摹,模拟在虚拟字帖上进行执笔描写,用以评估动作细致程度与手眼协调性。通过这些环节,受试者不仅在不同色彩饱和度设置下体验沉浸感,也能在自然的交互过程中增强投入感,从而提升整体虚拟体验。
实验依托 HTC VIVE XR Elite头显与Mind VR Exploration平台开展,虚拟场景涵盖中国园林、传统建筑及日常生活等元素,并以高度仿真效果呈现,以支撑沉浸感相关研究。在实验过程中,受试者佩戴VR装置并连接EEG采集系统(Muse2,采样率256 Hz),在不同色彩饱和度条件下完成任务,系统同步记录EEG信号,用于后续的沉浸感客观分析。实验结束后,受测者需填写IPQ问卷,以获取主观沉浸感评价。IPQ包含空间临场感(spatial presence)、参与度(involvement)、感知真实感(experienced realism)维度,共14个条目,被试者需在1~7分的Likert量表上根据“完全不同意”到“完全同意”为各条目打分,总得分越高表示其主观沉浸感越强。为了覆盖多模态感官和认知层面的参与度,实验任务设计为拼图操作与书法描摹两类典型活动:在拼图任务中,受测者通过手柄在虚拟桌面上抓取、移动和旋转被打散的拼图碎片,将其拼合为完整图案,用于考察空间认知与操作准确性;在书法描摹任务中,受测者需用手柄“执笔”,沿虚拟字帖给出的笔画轨迹逐笔描写,以模拟精细书写过程并评估手眼协调与精细动作控制。具体流程详见图3,实验环境见图4
EEG数据采集来自四个电极点(左侧颞部TP9、右侧颞部TP10、左侧额前区域AF7、右侧额前区域AF8),并依据频段范围进行划分:Delta (δ) 1~4 Hz、Theta (θ) 4~8 Hz、Alpha (α) 7.5~13 Hz、Beta (β) 13~30 Hz、Gamma (γ) 30~44 Hz。
据此,每名受试者在每一饱和度档位均记录五个频段的EEG指标各一项,并完成一份IPQ主观评分问卷。共有36名受试者完成实验,男性人数与女性人数均为18人,平均年龄约26岁(范围21~45岁),视力状况均正常或经矫正达标。实验严格遵守伦理要求,确保受试者的知情权与隐私安全。
为了衡量受试者在虚拟环境中的主观沉浸体验,本研究采用IPQ问卷进行评分,得分越高代表沉浸感越强。在统计分析阶段,采用单因素方差分析(ANOVA)检验不同色彩饱和度条件下沉浸感评分的差异,其中,df表示自由度,F值表示组间变异与组内变异之比,Sig.表示显著性水平,η2p表示效应量。结果(见表1)表明色彩饱和度对沉浸感的主观评分具有极高度的显著性影响(F = 276.933, p < 0.001, η2p = 0.888)。具体而言,主观沉浸评分随色彩饱和度从75%逐级提高至100% 呈显著单调上升趋势(见图5):高饱和度条件(90%、95%、100%)的平均得分显著高于低饱和度条件(75%、80%、85%),各相邻饱和度水平的平均得分差异亦均为正,说明提升色彩饱和度会持续增强受试者的主观沉浸体验,而非仅在个别饱和度之间出现偶然差异。
为降低运动伪迹和环境噪声的干扰,在脑电信号预处理中引入Hamming窗函数。具体步骤包括:将连续EEG信号划分为固定时长的窗口,再对各段信号施加加权处理,以减少频谱泄漏并提高后续频域分析的稳定性:
$ w(n)=(1-\varphi )-\varphi \mathit{\cos } \left(\dfrac{2{\text{π}} n}{L-1}\right) \text{,} $
式中:w(n)为加窗后的时间域信号;φ = 0.46;n是索引序列;L是窗长。
随后,对加窗后的时域信号执行快速傅里叶变换 (fast Fourier transform, FFT),从而获取对应的频域表示:
$ X(k)=\sum \limits_{n=0}^{N-1}\,w(n){{\mathrm{e}}}^{-{\mathrm{j}}\tfrac{2{\text{π}} }{N}kn},\quad k=0,\cdots ,N-1 \text{,} $
式中:X(k)表示频域下的复数信号;N为采样点数;j是虚数单位;$ {{\mathrm{e}}}^{-{\mathrm{j}}\tfrac{2{\text{π}} }{N}kn} $表示频域中的旋转因子。
在频域内,进一步计算功率谱密度(power spectral density, PSD),并通过对功率谱取对数的方式表征不同频率成分的能量分布:
$ PS D=\mathrm{log}_{10}\left(\left|X(k)\right|^2\right)\text{.} $
基于此,提取绝对频带功率 (absolute brainwaves),即在指定频段范围内的能量分布:
$ {Absolute \,Brainwaves}=\mathit{\log}_{10}\left(\displaystyle{\sum}_{f=f_1}^{f_2}\mathit{PSD}\left(f\right)\right)\text{,} $
式中:f1f2是频段的上下限;f表示频率点。
为实现对比分析,实验中将绝对频带功率值线性归一化至区间[0,100],并选择Beta频段的绝对功率作为沉浸感的客观评价指标(见图6)。随后,基于该指标数据开展方差检验(见表2)。结果表明,“色彩饱和度”因素对沉浸感客观评分具有高度的显著性影响(F = 3.374, p < 0.01, ${\eta }_{p}^{2} $ = 0.088)。进一步分析,高饱和度条件(95%、100%)下的Beta绝对功率显著高于低饱和度条件(75%、80%),而85%、90%等中等饱和度水平介于两者之间,部分相邻水平间差异未达到显著。这说明色彩饱和度总体上会促进与沉浸状态相关的Beta活动,但其影响主要体现在“低饱和度”与“高饱和度”条件之间的差异,而非所有饱和度水平之间均存在显著差异。
为探讨主观与客观沉浸感评分之间的联系,采用皮尔逊相关分析对两类数据进行了统计检验。结果显示,两者之间呈现出较弱的正相关关系,相关系数为r = 0.190。这一发现说明(见图7),虽然主观量表与EEG指标在一定程度上存在对应性,但单一脑电特征尚不足以全面表征沉浸体验的真实性。因此,在沉浸感建模中亟需引入更具代表性的生理特征,以提升对主观沉浸状态的解释力和预测精度。
鉴于单一EEG指标在反映主观沉浸感方面的解释力仍存在一定局限性,引入关键感知特征成为提升评估准确性的必要途径。基于前文方差分析结果,色彩饱和度对主观与客观沉浸评分均具有高度的显著性影响(p < 0.01),说明色彩饱和度与脑电Beta频段活动对沉浸感存在耦合作用。在此基础上,本研究构造融合指标,将客观EEG指标与显示参数以乘性形式进行联合建模,定义饱和度指数(saturation index, $ {I}_{{\mathrm{S}}} $)如下:
$ {I}_{{\mathrm{S}}}=\sqrt{{P}_{\beta }}\cdot param_{\rm{S}} \text{,} $
式中:$ param_{\rm{S}} $ 为色彩饱和度调节参数;$ {P}_{\beta } $为对应受试者的客观沉浸感评分,其具体数值定义为该受试者在一次沉浸感知试验过程中所采集EEG信号中Beta频段绝对频带功率(见式(18))的平均值。引入平方根运算则是为了压缩Beta频段功率的动态范围,减弱个体差异带来的偏态分布,使融合指标在数值上更接近与主观评分的近似线性关系。
图8展示了$ I\mathrm{_S} $与IPQ主观沉浸评分之间的散点分布及拟合曲线,可以看到主观沉浸感随饱和度指数增加整体呈单调上升且逐渐趋于饱和的趋势,这为后续选择对数型函数建立映射提供了依据。据此,本研究采用类心理物理学中的“强度–感知”对数关系,建立沉浸感量化模型:
$ S=\mu\cdot\ln\left(\omega\cdot I_{\mathrm{S}}+1\right)-\tau, $
式中:S为沉浸感量化值;常数 $ \mu=403.2098$$ \omega = 0.0767 $$ \tau =119.9667 $,在被试分组的5折交叉验证框架下,通过约束非线性最小二乘拟合获得。该形式不仅在统计上能够较好拟合图8中的单调饱和型关系,而且在物理意义上体现了“刺激强度–主观感受”的递增但边际效应递减特征:即饱和度指数较低时,$ I_{\mathrm{S}} $的小幅提升即可带来显著的沉浸感增益,而在较高水平时,同等幅度的提升仅带来有限的主观改善,更符合实际体验中“越往高饱和度、沉浸感提升越有限”的主观规律。
图9所示,进一步的相关性检验表明,融合该指标后,模型预测评分与主观评分之间的相关性显著增强,皮尔逊相关系数提升至r = 0.885,显著优于原始客观评分与主观评分之间的相关性(r = 0.190)。这一结果验证了融合特征在沉浸感建模中的有效性,能够更准确地刻画用户的沉浸感知状态。
与既有VR–EEG沉浸研究相比,本文的实验分析主要体现在两个方面的差异:一是自变量设计上,将色彩饱和度这一视觉参数在75%~100%区间内分级控制,并同时考察其对 IPQ 主观评分与额–颞区Beta频段功率的影响,使显示参数与神经活动处于同一分析框架;二是在指标构造上,并未仅使用多频段功率直接回归主观存在感,而是基于Beta带绝对功率与HSV饱和度参数构建饱和度指数,从而在“显示端物理量—EEG指标—主观评分”之间建立一条相对简洁的联结链条。
在模型形式上,对数型量化关系属于简洁、可解释的单输入非线性映射,其一方面能够较好拟合饱和度指数与主观评分之间呈现的单调、渐趋平缓的变化趋势,另一方面也便于在后续工作中作为基础形式,与更多显示参数或脑电特征进行扩展和对比。需要指出的是,该模型仍是在特定设备配置和任务场景下拟合得到,其参数和具体数值结论并不直接等同于普适规律,但模型构建思路本身(即在控制视觉参数的前提下融合EEG指标进行沉浸量化)可为相关研究提供一种可复用的分析路径。
随着元宇宙技术的不断进步,沉浸式体验的应用需求持续提升。作为沉浸感建模的重要环节,显示系统中色彩饱和度在塑造沉浸感方面具有不可替代的作用。本文通过设计六类不同色彩饱和度下的虚拟场景,结合主观沉浸感问卷与脑电信号的分析,系统性探讨了色彩饱和度对沉浸感的影响。结果显示,色彩饱和度对主观沉浸感评分具有极高度的显著性影响(p < 0.001),且对客观沉浸感评价指标具有高度的显著性影响(p < 0.01)。在此基础上,进一步建立了沉浸感预测模型,用以刻画色彩饱和度与沉浸感之间的定量关系。实验结果表明,模型预测分值与被试主观评价结果之间具有高度一致性(r = 0.885)。当色彩饱和度由75%提升至100%时,沉浸水平显著增强,但增长趋势呈现对数形式,说明在高饱和度区间边际效应减弱。该模型为虚拟场景渲染设计与显示系统性能优化提供了理论依据,同时对用户体验提升具有参考价值。未来研究可进一步引入更多维度参数,以深化对沉浸感形成机制的系统探索。

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2026年第53卷第4期
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doi: 10.12086/oee.2026.250316
  • 接收时间:2025-10-23
  • 首发时间:2026-07-02
  • 出版时间:2026-04-24
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  • 收稿日期:2025-10-23
  • 修回日期:2026-01-28
  • 录用日期:2026-02-02
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    苏州科技大学电子与信息工程学院,江苏 苏州 215009

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