Using endpoints to judge alterations in self-produced trajectories in an immersive virtual environment

Erin A. McManus, Aysu Erdemir, Stephen W. Bailey, J. Rieser, Bobby Bodenheimer
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引用次数: 1

Abstract

McManus et al. [2011] studied a user's ability to judge errors in self-produced motion; more specifically, throwing. We now take the first step towards discriminating what cues subjects are using in order to make their judgments. The endpoint of the ball is one such cue; the restricted field of view (FOV) of the head mounted display (HMD) makes it difficult for users to view the complete trajectory of the ball, making the endpoint one of the more consistent cues available during the experiment. For the current study, we hid the trajectory of the ball and showed only the landing point of the ball.
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在沉浸式虚拟环境中,使用端点来判断自产轨迹的变化
McManus等人[2011]研究了用户在自我产生的动作中判断错误的能力;更具体地说,投掷。我们现在迈出了辨别被试用什么线索来做出判断的第一步。球的终点就是这样一根球杆;头戴式显示器(HMD)的受限视场(FOV)使得用户很难看到球的完整轨迹,这使得端点成为实验中可用的更一致的线索之一。在目前的研究中,我们隐藏了球的轨迹,只显示了球的落点。
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