Consistent left-right errors for visual path integration in virtual reality: more than a failure to update one's heading?

B. Riecke
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Abstract

Even in state-of-the-art virtual reality (VR) setups, participants often feel lost when navigating through virtual environments. In VR applications and psychological experiments, such disorientation is often compensated for by extensive training. Here, two experimental series investigated participants’ sense of direction by means of a rapid point-to-origin paradigm without any performance feedback or training. This paradigm allowed us to study participants’ intuitive spatial orientation in VR while minimizing the influence of higher cognitive abilities and compensatory strategies. After visually displayed passive excursions along one- or two-segment trajectories, participants were asked to point back to the origin of locomotion “as accurately and quickly as possible.” Despite using an immersive, high-quality video projection with a 84° 63° field of view, participants’ overall performance was rather poor. Moreover, about 40% of the participants exhibited striking qualitative errors, namely left-right reversals— despite not misinterpreting the visually simulated turning direction. Even when turning angles were announced in advance to obviate encoding errors due to misperceived turning angles, many participants still produced surprisingly large systematic and random errors, and perceived task difficulty and response times were unexpectedly high. Careful analysis suggests that some, but not all, of the left-right inversions can be explained by a failure to update visually displayed heading changes. Taken together, this study shows that even an immersive, highquality video projection system is not necessarily sufficient for enabling natural and intuitive spatial orientation or automatic spatial updating in VR, even when advance information about turning angles was provided. We posit that investigating qualitative errors for basic spatial orientation tasks using, for example, rapid point-to-origin paradigms can be a powerful tool for evaluating and improving the effectiveness of VR setups in terms of enabling natural and unencumbered spatial orientation and performance. We provide some guidelines for VR system designers.
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虚拟现实中视觉路径整合的一致左右错误:不仅仅是无法更新一个人的方向?
即使在最先进的虚拟现实(VR)设置中,参与者在虚拟环境中导航时也经常感到迷失。在虚拟现实应用和心理学实验中,这种定向障碍通常通过广泛的训练来弥补。本研究中,两个实验系列在没有任何表现反馈或训练的情况下,通过快速点到原点范式研究了参与者的方向感。这种模式使我们能够研究参与者在VR中的直观空间定向,同时最大限度地减少更高认知能力和补偿策略的影响。在视觉上显示了沿着一段或两段轨迹的被动漫游之后,参与者被要求“尽可能准确和快速地”指向运动的原点。尽管使用了84°63°视场的沉浸式高质量视频投影,但参与者的整体表现相当差。此外,大约40%的参与者表现出了显著的定性错误,即左右反转——尽管他们没有误解视觉模拟的转弯方向。即使提前宣布了转角,以避免因误解转角而导致的编码错误,许多参与者仍然产生了惊人的大的系统和随机错误,并且感知到的任务难度和反应时间出乎意料地高。仔细的分析表明,一些(但不是全部)左右反转可以解释为没有更新视觉显示的标题更改。综上所述,这项研究表明,即使是一个沉浸式的、高质量的视频投影系统,也不一定足以在VR中实现自然和直观的空间定向或自动空间更新,即使提供了有关转弯角度的提前信息。我们认为,研究基本空间定向任务的定性错误,例如,使用快速点到原点范式,可以成为评估和提高VR设置在实现自然和无阻碍的空间定向和性能方面的有效性的有力工具。我们为VR系统设计师提供了一些指导。
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