Dyadic Interference Leads to Area of Uncertainty During Face-to-Face Cooperative Interception Task

Q1 Computer Science Frontiers in ICT Pub Date : 2019-10-29 DOI:10.3389/fict.2019.00020
Charles Faure, Annabelle Limballe, A. Sorel, Théo Perrin, B. Bideau, R. Kulpa
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引用次数: 2

Abstract

People generally coordinate their action to be more efficient. However, in some cases, interference between them occur, resulting in an inefficient collaboration. For example, if two volleyball players collide while performing a serve reception, they can both miss the ball. The main goal of this study is to explore the way two persons regulate their actions when performing a cooperative task of ball interception, and how interference between them may occur. Starting face to face, twenty-four participants (twelve teams of two) had to physically intercept balls moving down from the roof to the floor of a virtual room. To this end, they controlled a virtual paddle attached to their hand moving along the anterior-posterior axis. No communication was allowed between participants so they had to focus on visual cues to decide if they should perform the interception or leave the partner do it. Participants were immersed in a stereoscopic virtual reality setup that allows the control of the situation and the visual stimuli they perceived, such as ball trajectories and the information available on the partner's motion. Results globally showed participants were often able to intercept balls without collision by dividing the interception space in two equivalent parts. However, an area of uncertainty (where many trials were not intercepted) appeared in the center of the scene, highlighting the presence of interference between participants. The width of this area increased when the situation became more complex (facing a real partner and not a stationary one) and when less information was available (only the paddle and not the partner's avatar). Moreover, participants initiated their interception later when real partner was present and often interpreted balls starting above them as balls they should intercept, even when these balls were \textit{in fine} intercepted by their partner. Overall, results showed that team coordination here emerges from between-participants interactions and that interference between them depends on task complexity (uncertainty on partner's action and visual information available)
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面对面协同拦截任务中二元干扰导致不确定区域
人们通常会协调他们的行动以提高效率。然而,在某些情况下,它们之间会发生干扰,导致协作效率低下。例如,如果两个排球运动员在接发球时发生碰撞,他们都可能打偏球。本研究的主要目的是探讨两个人在执行合作拦截球任务时的行为调节方式,以及他们之间可能发生的干扰。从面对面开始,24名参与者(12支2人一组的队伍)必须在一个虚拟房间里拦截从屋顶到地板的球。为此,他们控制了一个虚拟桨,这个桨连接在他们的手上,沿着前后轴运动。参与者之间不允许交流,所以他们必须专注于视觉线索,以决定他们是应该执行拦截还是让同伴去做。参与者沉浸在一个立体的虚拟现实设置中,可以控制情况和他们感知到的视觉刺激,比如球的轨迹和伴侣的运动信息。全球范围内的结果显示,参与者通常能够通过将拦截空间分成两个相等的部分来拦截球而不会发生碰撞。然而,一个不确定区域(许多试验没有被拦截)出现在场景的中心,突出了参与者之间存在干扰。当情况变得更复杂时(面对的是一个真实的伙伴,而不是一个静止的伙伴),当可用的信息更少时(只有桨,而不是伙伴的化身),这个区域的宽度就会增加。此外,当真正的伴侣在场时,参与者开始拦截的时间较晚,并且经常将从他们上方开始的球解释为他们应该拦截的球,即使这些球被他们的伴侣拦截\textit{得很好}。总体而言,结果表明,团队协作来自于参与者之间的互动,而参与者之间的干扰取决于任务的复杂性(不确定性取决于合作伙伴的行动和可用的视觉信息)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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Frontiers in ICT
Frontiers in ICT Computer Science-Computer Networks and Communications
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