Virtual proxemics: Locomotion in the presence of obstacles in large immersive projection environments

F. Argelaguet, A. Olivier, G. Bruder, J. Pettré, A. Lécuyer
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引用次数: 90

Abstract

In this paper, we investigate obstacle avoidance behavior during real walking in a large immersive projection setup. We analyze the walking behavior of users when avoiding real and virtual static obstacles. In order to generalize our study, we consider both anthropomorphic and inanimate objects, each having his virtual and real counterpart. The results showed that users exhibit different locomotion behaviors in the presence of real and virtual obstacles, and in the presence of anthropomorphic and inanimate objects. Precisely, the results showed a decrease of walking speed as well as an increase of the clearance distance (i. e., the minimal distance between the walker and the obstacle) when facing virtual obstacles compared to real ones. Moreover, our results suggest that users act differently due to their perception of the obstacle: users keep more distance when the obstacle is anthropomorphic compared to an inanimate object and when the orientation of anthropomorphic obstacle is from the profile compared to a front position. We discuss implications on future large shared immersive projection spaces.
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虚拟体感学:在大型沉浸式投影环境中存在障碍物的运动
在本文中,我们研究了在一个大型沉浸式投影装置中真实行走时的避障行为。我们分析了用户在避开真实和虚拟静态障碍物时的行走行为。为了概括我们的研究,我们考虑拟人化和无生命的物体,每一个都有它的虚拟和现实的对应物。结果表明,用户在真实障碍物和虚拟障碍物、拟人化物体和无生命物体面前表现出不同的运动行为。确切地说,研究结果表明,与真实障碍物相比,在面对虚拟障碍物时,行走速度降低,而间隙距离(即步行者与障碍物之间的最小距离)增加。此外,我们的研究结果表明,由于用户对障碍物的感知不同,用户的行为也不同:当障碍物是拟人化的时,用户与无生命物体的距离更大;当拟人化障碍物的方向是侧面的时,用户与前方的距离更大。我们讨论了对未来大型共享沉浸式投影空间的影响。
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