A Comparative Study Between a Large Screen and an HMD Using Wind Representations in Virtual Reality.

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING IEEE Computer Graphics and Applications Pub Date : 2024-07-01 Epub Date: 2024-08-20 DOI:10.1109/MCG.2024.3426943
Gabriel Giraldo, Jean-Marie Normand, Myriam Servieres
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Abstract

In this article, we investigated the representation of wind in urban spaces through computational fluid dynamics simulations in virtual environments (VE). We compared wind perception (force and direction) as well as the sense of presence and embodiment in VE using different display technologies: head-mounted displays (HMD) and large screens, with or without an avatar. The tactile display was found to be most effective for detecting wind characteristics and enhancing presence and embodiment in virtual scenes, regardless of display type. Wind force and overall presence showed no significant differences between projection methods, but the perception of wind direction varied, which can be attributed to the head tracking of the HMD. In addition, gender differences emerged: females had a 7.42% higher presence on large screens, while males had a 23.13% higher presence with HMD (avatar present). These results highlight nuances in wind perception, the influence of technology, and gender differences in VE.

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大屏幕和 HMD 在虚拟现实中使用风的表现形式的比较研究。
在这项研究中,我们通过虚拟环境(VE)中的计算流体动力学模拟,研究了城市空间中风的表现形式。我们使用不同的显示技术,比较了风的感知(力和方向)以及在虚拟环境中的存在感和体现感:头戴式显示器(HMD)和大屏幕,以及有无化身。研究发现,无论显示屏类型如何,触觉显示屏对检测风的特性以及增强虚拟场景中的临场感和体现感最为有效。风力和整体临场感在不同的投影方法之间没有明显差异,但对风向的感知却有所不同,这可能与 HMD 的头部跟踪有关。此外,还出现了性别差异:女性在大屏幕上的临场感要高出 7.42%,而男性在 HMD(头像在场)上的临场感要高出 23.13%。这些结果凸显了风感知的细微差别、技术的影响以及 VE 的性别差异。
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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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