User perspective and higher cognitive task-loads influence movement and performance in immersive training environments.

BMC biomedical engineering Pub Date : 2019-08-30 eCollection Date: 2019-01-01 DOI:10.1186/s42490-019-0021-0
Juan Trelles Trabucco, Andrea Rottigni, Marco Cavallo, Daniel Bailey, James Patton, G Elisabeta Marai
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引用次数: 2

Abstract

Background: In virtual reality (VR) applications such as games, virtual training, and interactive neurorehabilitation, one can employ either the first-person user perspective or the third-person perspective to perceive the virtual environment; however, applications rarely offer both perspectives for the same task. We used a targeted-reaching task in a large-scale virtual reality environment (N=30 healthy volunteers) to evaluate the effects of user perspective on the head and upper extremity movements, and on user performance. We further evaluated how different cognitive challenges would modulate these effects. Finally, we obtained the user-reported engagement level under the different perspectives.

Results: We found that first-person perspective resulted in larger head movements (3.52±1.3m) than the third-person perspective (2.41±0.7m). First-person perspective also resulted in more upper-extremity movement (30.08±7.28m compared to 26.66±4.86m) and longer completion times (61.3±16.4s compared to 53±10.4s) for more challenging tasks such as the "flipped mode", in which moving one arm causes the opposite virtual arm to move. We observed no significant effect of user perspective alone on the success rate. Subjects reported experiencing roughly the same level of engagement in both first-person and third-person perspectives (F(1.58)=0.9,P=.445).

Conclusion: User perspective and its interaction with higher-cognitive load tasks influences the extent of movement and user performance in a virtual theater environment, and may influence the choice of the interface type (first or third person) in immersive training depending on the user conditions and exercise requirements.

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用户视角和更高的认知任务负荷影响沉浸式训练环境中的运动和表现。
背景:在虚拟现实(VR)应用中,如游戏、虚拟训练和交互式神经康复,人们可以采用第一人称视角或第三人称视角来感知虚拟环境;然而,应用程序很少为同一任务提供两种透视图。我们在一个大规模的虚拟现实环境中(N=30名健康志愿者)使用了一个目标到达任务来评估用户视角对头部和上肢运动以及用户表现的影响。我们进一步评估了不同的认知挑战如何调节这些影响。最后,我们获得了不同视角下的用户报告粘性水平。结果:我们发现第一人称视角的头部运动(3.52±1.3m)大于第三人称视角(2.41±0.7m)。第一人称视角还导致上肢运动更多(30.08±7.28米比26.66±4.86米),完成更具有挑战性的任务(如“翻转模式”,移动一只手臂会导致另一只虚拟手臂移动)所需的时间更长(61.3±16.4秒比53±10.4秒)。我们观察到用户视角对成功率没有显著影响。受试者报告在第一人称和第三人称视角下的参与度大致相同(F(1.58)=0.9,P=.445)。结论:用户视角及其与高认知负荷任务的交互影响虚拟剧场环境中的运动程度和用户表现,并可能根据用户条件和锻炼要求影响沉浸式训练中界面类型(第一人称或第三人称)的选择。
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