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Virtual Reality Intelligent Hardware最新文献

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Intelligent interaction in mixed reality 混合现实中的智能交互
Q1 Computer Science Pub Date : 2022-04-01 DOI: 10.1016/j.vrih.2022.04.001
Yuanchun Shi, Chun Yu
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引用次数: 2
3D scene graph prediction from point clouds 基于点云的3D场景图预测
Q1 Computer Science Pub Date : 2022-02-01 DOI: 10.1016/j.vrih.2022.01.005
Fanfan Wu, Feihu Yan, Weimin Shi, Zhong Zhou

Background

In this study, we propose a novel 3D scene graph prediction approach for scene understanding from point clouds.

Methods

It can automatically organize the entities of a scene in a graph, where objects are nodes and their relationships are modeled as edges. More specifically, we employ the DGCNN to capture the features of objects and their relationships in the scene. A Graph Attention Network (GAT) is introduced to exploit latent features obtained from the initial estimation to further refine the object arrangement in the graph structure. A one loss function modified from cross entropy with a variable weight is proposed to solve the multi-category problem in the prediction of object and predicate.

Results

Experiments reveal that the proposed approach performs favorably against the state-of-the-art methods in terms of predicate classification and relationship prediction and achieves comparable performance on object classification prediction.

Conclusions

The 3D scene graph prediction approach can form an abstract description of the scene space from point clouds.

在本研究中,我们提出了一种新的基于点云的三维场景图预测方法。MethodsIt可以在图中自动组织场景中的实体,其中对象是节点,它们之间的关系被建模为边。更具体地说,我们使用DGCNN来捕捉场景中物体的特征及其关系。引入图注意网络(GAT),利用初始估计得到的潜在特征,进一步细化图结构中的目标排列。为了解决目标和谓词预测中的多类别问题,提出了一种由变权交叉熵修正的单损失函数。结果实验表明,该方法在谓词分类和关系预测方面优于现有方法,在对象分类预测方面也取得了相当的效果。结论基于点云的三维场景图预测方法可以对场景空间进行抽象描述。
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引用次数: 2
A Novel SSA-CCA Framework forMuscle Artifact Removal from Ambulatory EEG 一种新的SSA-CCA框架用于动态脑电图的肌肉伪影去除
Q1 Computer Science Pub Date : 2022-02-01 DOI: 10.1016/j.vrih.2022.01.001
Yuheng Feng , Qingze Liu , Aiping Liu , Ruobing Qian , Xun Chen

Background

Electroencephalography (EEG) has gained popularity in various types of biomedical applications as a signal source that can be easily acquired and conveniently analyzed. However, owing to a complex scalp electrical environment, EEG is often polluted by diverse artifacts, with electromyography artifacts being the most difficult to remove. In particular, for ambulatory EEG devices with a restricted number of channels, dealing with muscle artifacts is a challenge.

Methods

In this study, we propose a simple but effective novel scheme that combines singular spectrum analysis (SSA) and canonical correlation analysis (CCA) algorithms for single-channel problems and then extend it to a fewchannel case by adding additional combining and dividing operations to channels.

Results

We evaluated our proposed framework on both semi-simulated and real-life data and compared it with some state-of-theart methods. The results demonstrate this novel framework's superior performance in both single-channel and few-channel cases.

Conclusions

This promising approach, based on its effectiveness and low time cost, is suitable for real-world biomedical signal processing applications.

脑电图作为一种易于获取和分析的信号源,在各种生物医学应用中得到了广泛的应用。然而,由于头皮电环境复杂,脑电图经常受到各种伪影的污染,其中肌电伪影最难去除。特别是,对于通道数量有限的动态EEG设备,处理肌肉伪影是一个挑战。方法将奇异谱分析(SSA)和典型相关分析(CCA)算法相结合,提出了一种简单有效的单信道问题解决方案,并通过对信道进行额外的合并和除法运算,将其扩展到多信道情况。我们在半模拟和真实数据上评估了我们提出的框架,并将其与一些最先进的方法进行了比较。结果表明,该框架在单通道和少通道情况下都具有优越的性能。结论该方法有效且时间成本低,适合实际生物医学信号处理应用。
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引用次数: 4
Giant magneto-impedance sensor with working point selfadaptation for unshielded human bio-magnetic detection 工作点自适应的巨磁阻抗传感器用于非屏蔽人体生物磁检测
Q1 Computer Science Pub Date : 2022-02-01 DOI: 10.1016/j.vrih.2022.01.003
Changlin Han, Ming Xu, Jingsheng Tang, Yadong Liu, Zongtan Zhou

Background

Compared with traditional biomagnetic field detection devices, such as superconducting quantum interference devices (SQUIDs) and atomic magnetometers, only giant magnetoimpedance (GMI) sensors can be applied for unshielded human brain biomagnetic detection, and they have the potential for application in next-generation wearable equipment for brain-computer interfaces (BCIs). Achieving a better GMI sensor without magnetic shielding requires the stimulation of the GMI effect to be maximized and environmental noise interference to be minimized. Moreover, the GMI effect stimulated in an amorphous filament is closely related to its working point, which is sensitive to both the external magnetic field and the drive current of the filament.

Methods

In this paper, we propose a new noisereducing GMI gradiometer with a dual-loop self-adapting structure. Noise reduction is realized by a direction-flexible differential probe, and the dual-loop structure optimizes and stabilizes the working point by automatically controlling the external magnetic field and drive current. This dual-loop structure is fully program controlled by a micro control unit (MCU), which not only simplifies the traditional constantparameter sensor circuit, saving the time required to adjust the circuit component parameters, but also improves the sensor performance and environmental adaptation.

Results

In the performance test, within 2 min of self-adaptation, our sensor showed a better sensitivity and signal-to-noise ratio (SNR) than those of the traditional designs and achieved a background noise of 12 pT/√Hz at 10 Hz and 7pT/√Hz at 200 Hz.

Conclusion

To the best of our knowledge, our sensor is the first to realize self-adaptation of both the external magnetic field and the drive current.

与超导量子干涉器件(squid)和原子磁强计等传统生物磁场检测设备相比,巨磁阻抗(GMI)传感器可用于无屏蔽的人脑生物磁场检测,在下一代脑机接口(bci)可穿戴设备中具有应用潜力。在没有磁屏蔽的情况下,实现更好的GMI传感器需要最大限度地激发GMI效应,并将环境噪声干扰降到最低。此外,在非晶灯丝中激发的GMI效应与其工作点密切相关,工作点对外加磁场和灯丝的驱动电流都很敏感。方法提出了一种新型的双回路自适应GMI降噪梯度仪。采用方向柔性差动探头实现降噪,双环结构通过自动控制外磁场和驱动电流优化稳定工作点。这种双环结构由微控制单元(MCU)完全程控,不仅简化了传统的恒参数传感器电路,节省了调整电路元件参数所需的时间,而且提高了传感器的性能和环境适应性。结果在性能测试中,在2 min的自适应时间内,该传感器的灵敏度和信噪比均优于传统设计,在10 Hz和200 Hz下的背景噪声分别为12 pT/√Hz和7pT/√Hz。据我们所知,我们的传感器是第一个同时实现外磁场和驱动电流自适应的传感器。
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引用次数: 5
Virtual-reality-based digital twin of office spaces with social distance measurement feature 具有社交距离测量功能的基于虚拟现实的办公空间数字孪生
Q1 Computer Science Pub Date : 2022-02-01 DOI: 10.1016/j.vrih.2022.01.004
Abhishek Mukhopadhyay , G S Rajshekar Reddy , KamalPreet Singh Saluja , Subhankar Ghosh , Anasol Peña-Rios , Gokul Gopal , Pradipta Biswas

Background

Social distancing is an effective way to reduce the spread of the SARS-CoV-2 virus. Many students and researchers have already attempted to use computer vision technology to automatically detect human beings in the field of view of a camera and help enforce social distancing. However, because of the present lockdown measures in several countries, the validation of computer vision systems using large-scale datasets is a challenge.

Methods

In this paper, a new method is proposed for generating customized datasets and validating deep-learning-based computer vision models using virtual reality (VR) technology. Using VR, we modeled a digital twin (DT) of an existing office space and used it to create a dataset of individuals in different postures, dresses, and locations. To test the proposed solution, we implemented a convolutional neural network (CNN) model for detecting people in a limited-sized dataset of real humans and a simulated dataset of humanoid figures.

Results

We detected the number of persons in both the real and synthetic datasets with more than 90% accuracy, and the actual and measured distances were significantly correlated (r=0.99). Finally, we used intermittent-layer- and heatmap-based data visualization techniques to explain the failure modes of a CNN.

Conclusions

A new application of DTs is proposed to enhance workplace safety by measuring the social distance between individuals. The use of our proposed pipeline along with a DT of the shared space for visualizing both environmental and human behavior aspects preserves the privacy of individuals and improves the latency of such monitoring systems because only the extracted information is streamed.

保持社会距离是减少新冠病毒传播的有效途径。许多学生和研究人员已经尝试使用计算机视觉技术来自动检测相机视野内的人类,并帮助加强社交距离。然而,由于一些国家目前采取了封锁措施,使用大规模数据集验证计算机视觉系统是一项挑战。方法提出了一种利用虚拟现实技术生成定制数据集和验证基于深度学习的计算机视觉模型的新方法。使用VR,我们模拟了一个现有办公空间的数字双胞胎(DT),并用它来创建一个不同姿势、着装和位置的个人数据集。为了测试提出的解决方案,我们实现了一个卷积神经网络(CNN)模型,用于在一个有限大小的真人数据集和一个模拟人形数据集中检测人。结果真实数据集和合成数据集的人数检测准确率均在90%以上,实际距离和测量距离呈显著相关(r=0.99)。最后,我们使用基于间歇层和热图的数据可视化技术来解释CNN的失效模式。结论通过测量个体之间的社会距离,提出了一种新的应用方法来提高工作场所的安全性。使用我们提出的管道以及共享空间的DT来可视化环境和人类行为方面,可以保护个人的隐私,并改善此类监控系统的延迟,因为只有提取的信息才会流化。
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引用次数: 12
Dynamic targets searching assistance based on virtual camera priority 基于虚拟摄像机优先级的动态目标搜索辅助
Q1 Computer Science Pub Date : 2021-12-01 DOI: 10.1016/j.vrih.2021.10.001
Zixiang Zhao , Quanwei Zhou , Xiaoguang Han , Lili Wang

Background

When a user walks freely in an unknown virtual scene and searches for multiple dynamic targets, the lack of a comprehensive understanding of the environment may have a negative impact on the execution of virtual reality tasks. Previous studies can help users with auxiliary tools, such as top view maps or trails, and exploration guidance, for example, automatically generated paths according to the user location and important static spots in virtual scenes. However, in some virtual reality applications, when the scene has complex occlusions, and the user cannot obtain any real-time position information of the dynamic target, the above assistance cannot help the user complete the task more effectively.

Methods

We design a virtual camera priority-based assistance to help the user search dynamic targets efficiently. Instead of forcing users to go to destinations, we provide an optimized instant path to guide them to places where they are more likely to find dynamic targets when they ask for help. We assume that a certain number of virtual cameras are fixed in virtual scenes to obtain extra depth maps, which capture the depth information of the scene and the locations of the dynamic targets. Our methodautomatically analyzes the priority of these virtual cameras, chooses the destination, and generates an instant path to assist the user in finding the dynamic targets. Our method is suitable for various virtual reality applications that do not require manual supervision or input.

Results

A user study is designed to evaluate the proposed method. The results indicate that compared with three conventional navigation methods, such as the top-view method, our method can help users find dynamic targets more efficiently. The advantages include reducing the task completion time, reducing the number of resets, increasing the average distance between resets, and reducing user task load.

Conclusions

We presented a method for improving dynamic target searching efficiency in virtual scenes by virtual camera priority-based path guidance. Compared with three conventional navigation methods, such as the top-view method, this method can help users find dynamic targets more effectively.

当用户在未知的虚拟场景中自由行走并搜索多个动态目标时,缺乏对环境的全面了解可能会对虚拟现实任务的执行产生负面影响。先前的研究可以通过辅助工具帮助用户,如俯视图地图或路径,以及探索引导,例如根据用户位置和虚拟场景中重要的静态点自动生成路径。然而,在一些虚拟现实应用中,当场景具有复杂的遮挡,用户无法获得动态目标的任何实时位置信息时,上述辅助并不能帮助用户更有效地完成任务。方法设计基于优先级的虚拟相机辅助系统,帮助用户高效地搜索动态目标。我们没有强迫用户去目的地,而是提供了一个优化的即时路径,引导用户在寻求帮助时更有可能找到动态目标的地方。我们假设在虚拟场景中固定一定数量的虚拟摄像机,以获得额外的深度图,这些深度图捕获了场景的深度信息和动态目标的位置。我们的方法自动分析这些虚拟摄像机的优先级,选择目的地,并生成即时路径,以帮助用户找到动态目标。我们的方法适用于各种不需要人工监督或输入的虚拟现实应用。结果设计了一项用户研究来评估所提出的方法。结果表明,与顶视图等三种传统导航方法相比,该方法可以更有效地帮助用户找到动态目标。其优点包括缩短任务完成时间、减少重置次数、增加重置之间的平均距离以及减少用户任务负载。结论提出了一种基于虚拟摄像机优先级路径引导的虚拟场景动态目标搜索方法。与顶视图等三种传统导航方法相比,该方法可以更有效地帮助用户找到动态目标。
{"title":"Dynamic targets searching assistance based on virtual camera priority","authors":"Zixiang Zhao ,&nbsp;Quanwei Zhou ,&nbsp;Xiaoguang Han ,&nbsp;Lili Wang","doi":"10.1016/j.vrih.2021.10.001","DOIUrl":"10.1016/j.vrih.2021.10.001","url":null,"abstract":"<div><h3>Background</h3><p>When a user walks freely in an unknown virtual scene and searches for multiple dynamic targets, the lack of a comprehensive understanding of the environment may have a negative impact on the execution of virtual reality tasks. Previous studies can help users with auxiliary tools, such as top view maps or trails, and exploration guidance, for example, automatically generated paths according to the user location and important static spots in virtual scenes. However, in some virtual reality applications, when the scene has complex occlusions, and the user cannot obtain any real-time position information of the dynamic target, the above assistance cannot help the user complete the task more effectively.</p></div><div><h3>Methods</h3><p>We design a virtual camera priority-based assistance to help the user search dynamic targets efficiently. Instead of forcing users to go to destinations, we provide an optimized instant path to guide them to places where they are more likely to find dynamic targets when they ask for help. We assume that a certain number of virtual cameras are fixed in virtual scenes to obtain extra depth maps, which capture the depth information of the scene and the locations of the dynamic targets. Our methodautomatically analyzes the priority of these virtual cameras, chooses the destination, and generates an instant path to assist the user in finding the dynamic targets. Our method is suitable for various virtual reality applications that do not require manual supervision or input.</p></div><div><h3>Results</h3><p>A user study is designed to evaluate the proposed method. The results indicate that compared with three conventional navigation methods, such as the top-view method, our method can help users find dynamic targets more efficiently. The advantages include reducing the task completion time, reducing the number of resets, increasing the average distance between resets, and reducing user task load.</p></div><div><h3>Conclusions</h3><p>We presented a method for improving dynamic target searching efficiency in virtual scenes by virtual camera priority-based path guidance. Compared with three conventional navigation methods, such as the top-view method, this method can help users find dynamic targets more effectively.</p></div>","PeriodicalId":33538,"journal":{"name":"Virtual Reality Intelligent Hardware","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2021-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2096579621000930/pdf?md5=00b21315570c32cc5c754a9e7d0ef4fe&pid=1-s2.0-S2096579621000930-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121549539","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Redirected jumping in virtual scenes with alleys 在有小巷的虚拟场景中重定向跳跃
Q1 Computer Science Pub Date : 2021-12-01 DOI: 10.1016/j.vrih.2021.06.004
Xiaolong Liu, Lili Wang

Background

The redirected jumping (RDJ) technique is a new locomotion method that saves physical tracking area and enhances the body movement experience of users in virtual reality. In a previous study, the range of imperceptible manipulation gains in RDJ was discussed in an empty virtual environment (VE).

Methods

In this study, we conducted three tasks to investigate the influence of alley width on the detection threshold of jump redirection in a VE.

Results

The results demonstrated that the imperceptible distance gain range in RDJ was not associated with the width of the alleys. The imperceptible height and rotation gain ranges in RDJ are related to the width of the alleys.

Conclusions

We preliminarily summarized the relationship between the occlusion distance and manipulation range of the three gains in a complex environment. Simultaneously, the guiding principle for choosing three gains in RDJ according to the occlusion distance in a complex environment is provided.

在虚拟现实中,重定向跳跃(RDJ)技术是一种节省物理跟踪面积,增强用户身体运动体验的新型运动方法。在之前的一项研究中,在一个空的虚拟环境(VE)中讨论了RDJ中难以察觉的操作增益的范围。方法本研究通过三个实验研究了通道宽度对VE中跳转重定向检测阈值的影响。结果RDJ的不易察觉距离增益范围与小巷宽度无关。RDJ的不易察觉高度和旋转增益范围与巷道宽度有关。结论初步总结了复杂环境下三种增益的遮挡距离与操作范围的关系。同时,给出了在复杂环境下根据遮挡距离选择RDJ中三个增益的指导原则。
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引用次数: 2
Locomotion perception and redirection 运动感知和重定向
Q1 Computer Science Pub Date : 2021-12-01 DOI: 10.1016/j.vrih.2021.12.003
Miao Wang , Songhai Zhang , Shimin Hu
{"title":"Locomotion perception and redirection","authors":"Miao Wang ,&nbsp;Songhai Zhang ,&nbsp;Shimin Hu","doi":"10.1016/j.vrih.2021.12.003","DOIUrl":"10.1016/j.vrih.2021.12.003","url":null,"abstract":"","PeriodicalId":33538,"journal":{"name":"Virtual Reality Intelligent Hardware","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2021-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2096579621001029/pdfft?md5=5d4302ea3f10480109cd0aa7e27c699f&pid=1-s2.0-S2096579621001029-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128902022","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Virtual climbing: An immersive upslope walking system using passive haptics 虚拟攀爬:使用被动触觉的沉浸式上坡行走系统
Q1 Computer Science Pub Date : 2021-12-01 DOI: 10.1016/j.vrih.2021.08.008
Liming Wang, Xianwei Chen, Tianyang Dong, Jing Fan

Background

In virtual environments (VEs), users can explore a large virtual scene through the viewpoint operation of a head-mounted display (HMD) and movement gains combined with redirected walking technology. The existing redirection methods and viewpoint operations are effective in the horizontal direction; however, they cannot help participants experience immersion in the vertical direction. To improve the immersion of upslope walking, this study presents a virtual climbing system based on passive haptics.

Methods

This virtual climbing system uses the tactile feedback provided by sponges, a commonly used flexible material, to simulate the tactile sense of a user's soles. In addition, the visual stimulus of the HMD, the tactile feedback of the flexible material, and the operation of the user's walking in a VE combined with redirection technology are all adopted to enhance the user's perception in a VE. In the experiments, a physical space with a hard-flat floor and three types of sponges with thicknesses of 3, 5, and 8 cm were utilized.

Results

We recruited 40 volunteers to conduct these experiments, and the results showed that a thicker flexible material increases the difficulty for users to roam and walk within a certain range.

Conclusion

The virtual climbing system can enhance users' perception of upslope walking in a VE.

在虚拟环境(VEs)中,用户可以通过头戴式显示器(HMD)的视点操作和运动增益结合重定向行走技术来探索大型虚拟场景。现有的重定向方法和视点操作在水平方向上是有效的;然而,他们不能帮助参与者体验垂直方向的沉浸感。为了提高上坡行走的沉浸感,本研究提出了一种基于被动触觉的虚拟攀爬系统。方法该虚拟攀爬系统利用海绵(一种常用的柔性材料)提供的触觉反馈来模拟用户鞋底的触觉。此外,通过HMD的视觉刺激,柔性材料的触觉反馈,以及用户在VE中行走的操作,结合重定向技术,都可以增强用户在VE中的感知。在实验中,物理空间采用坚硬平坦的地板,使用3、5、8 cm厚度的三种海绵。我们招募了40名志愿者进行这些实验,结果表明,更厚的柔性材料增加了用户在一定范围内漫游和行走的难度。结论虚拟攀爬系统可以增强用户在VE中上坡行走的感知。
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引用次数: 3
Effects of virtual environment and self-representations on perception and physical performance in redirected jumping 虚拟环境和自我表征对重定向跳跃知觉和物理表现的影响
Q1 Computer Science Pub Date : 2021-12-01 DOI: 10.1016/j.vrih.2021.06.003
Yijun Li , Miao Wang , Derong Jin , Frank Steinicke , Qinping Zhao

Background

Redirected jumping (RDJ) allows users to explore virtual environments (VEs) naturally by scaling a small real-world jump to a larger virtual jump with virtual camera motion manipulation, thereby addressing the problem of limited physical space in VR applications. Previous RDJ studies have mainly focused on detection threshold estimation. However, the effect VE or selfrepresentation (SR) has on the perception or performance of RDJs remains unclear.

Methods

In this paper, we report experiments to measure the perception (detection thresholds for gains, presence, embodiment, intrinsic motivation, and cybersickness) and physical performance (heart rate intensity, preparation time, and actual jumping distance) of redirected forward jumping under six different combinations of VE (low and high visual richness) and SRs (invisible, shoes, and human-like).

Results

Our results indicated that the detection threshold ranges for horizontal translation gains were significantly smaller in the VE with high rather than low visual richness. When different SRs were applied, our results did not suggest significant differences in detection thresholds, but it did report longer actual jumping distances in the invisible body case compared with the other two SRs. In the high visual richness VE, the preparation time for jumping with a human-like avatar was significantly longer than that with other SRs. Finally, some correlations were found between perception and physical performance measures.

Conclusions

All these findings suggest that both VE and SRs influence users' perception and performance in RDJ and must be considered when designing locomotion techniques.

背景定向跳跃(RDJ)允许用户自然地探索虚拟环境(ve),通过虚拟摄像机运动操纵将现实世界的小跳跃扩展到更大的虚拟跳跃,从而解决VR应用中物理空间有限的问题。以往的RDJ研究主要集中在检测阈值估计上。然而,VE或自我呈现(SR)对RDJs的感知或表现的影响尚不清楚。方法在6种不同视觉丰富性(VE)和高视觉丰富性(SRs)组合下,对重定向前跳的感知(增益阈值、在场阈值、体现阈值、内在动机阈值和晕动阈值)和身体表现(心率强度、准备时间和实际跳跃距离)进行了实验测量。结果在视觉丰富度高的情况下,水平平移增益的检测阈值范围明显小于视觉丰富度低的情况。当应用不同的SRs时,我们的结果在检测阈值上没有显着差异,但它确实报告了与其他两种SRs相比,隐形体病例的实际跳跃距离更长。在高视觉丰富性VE中,使用类人角色进行跳跃的准备时间明显长于其他sr。最后,在感知和身体表现测量之间发现了一些相关性。结论所有这些研究结果表明,VE和SRs都会影响用户在RDJ中的感知和表现,在设计运动技术时必须考虑到这一点。
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引用次数: 2
期刊
Virtual Reality Intelligent Hardware
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