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A comparison of two methods for moving through a virtual environment: walking in place and interactive redirected walking 比较在虚拟环境中移动的两种方法:原地行走和交互式重定向行走
Q2 Computer Science Pub Date : 2023-11-20 DOI: 10.3389/frvir.2023.1294539
Domna Banakou, Mel Slater
Moving through a virtual environment that is larger than the physical space in which the participant operates has been a challenge since the early days of virtual reality. Many different methods have been proposed, such as joystick-based navigation, walking in place where the participant makes walking movements but is stationary in the physical space, and redirected walking where the environment is surreptitiously changed giving the illusion of walking in a long straight line in the virtual space but maybe a circle in the physical space. Each type of method has its limitations, ranging from simulator sickness to still requiring more physical space than is available. Stimulated by the COVID-19 lockdown, we developed a new method of locomotion which we refer to as interactive redirected walking. Here, the participant really walks but, when reaching a boundary, rotates the virtual world so that continuation of walking is always within the physical boundary. We carried out an exploratory study to compare this method with walking in place with respect to presence using questionnaires as well as qualitative responses based on comments written by the participants that were subjected to sentiment analysis. Surprisingly, we found that smaller physical boundaries favor interactive redirected walking, but for boundary lengths more than approximately 7 adult paces, the walking-in-place method is preferable.
自虚拟现实技术问世之初,在一个大于参与者所处物理空间的虚拟环境中移动一直是一项挑战。人们提出了许多不同的方法,例如基于操纵杆的导航、原地行走(参与者在物理空间中做行走动作但保持静止)以及重定向行走(环境被偷偷改变,给人一种在虚拟空间中走长长的直线但在物理空间中可能走圆圈的错觉)。每种方法都有其局限性,从模拟器病态到仍然需要比现有空间更大的物理空间。在 COVID-19 封锁的刺激下,我们开发了一种新的运动方法,我们称之为交互式重定向行走。在这种方法中,参与者真的在行走,但当到达边界时,会旋转虚拟世界,这样继续行走就始终处于物理边界内。我们进行了一项探索性研究,通过问卷调查以及对参与者所写评论的定性分析,比较了这种方法与原地行走的存在感。出乎意料的是,我们发现较小的物理边界更有利于互动式重定向行走,但如果边界长度超过大约 7 个成人步长,原地行走法则更受欢迎。
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引用次数: 0
When virtual reality supports patients’ emotional management in chemotherapy 当虚拟现实技术支持化疗患者的情绪管理时
Q2 Computer Science Pub Date : 2023-11-14 DOI: 10.3389/frvir.2023.1294482
Hélène Buche, Aude Michel, Nathalie Blanc
Objectives: Our study is a follow-up of a previous research study that was carried out in physiotherapy. The present study aims to evaluate the effectiveness of virtual reality (VR) as a tool to support emotional management during the acute phase of breast cancer treatment (chemotherapy session). Materials and methods: A quasi-experimental protocol was implemented in an oncology department with 120 patients randomly assigned to one of four conditions that were being compared. During the first 10 minutes of a chemotherapy session, patients could either be exposed to a participatory immersion in a natural environment; or be placed in a contemplative immersion condition in the same environment; or listen to classical music; or receive no distraction. The involvement of the patients in the virtual environment and the relevance of the immersive modalities were measured through the evaluation of sense of presence. Particular interest was given to the evaluation of anxiety level and the emotional state of the patients. Results: VR during chemotherapy reduces anxiety and calms emotional tension. The multi-sensory nature of this emotional regulation support tool was more effective than music in inducing positive emotion, and this benefit was the most salient when immersion was offered in an interactive format. Conclusion: The relevance of providing support through VR in oncology is confirmed in this study. This tool can compensate for the fluctuating availability of caregivers by offering patients the possibility of shaping their own relaxing worlds and could help preserve the patient-caregiver relationship.
目的:我们的研究是对先前在物理治疗方面进行的一项研究的后续研究。本研究旨在评估虚拟现实(VR)作为一种工具在乳腺癌治疗(化疗)急性期支持情绪管理的有效性。材料和方法:在肿瘤科实施准实验方案,120名患者随机分配到四种情况之一进行比较。在化疗疗程的前10分钟,患者可以暴露在自然环境中的参与性浸泡;或者在同样的环境中处于沉思的沉浸状态;或者听古典音乐;或者不受干扰。通过对存在感的评估来衡量患者在虚拟环境中的参与程度和沉浸式模式的相关性。特别感兴趣的是评估焦虑水平和患者的情绪状态。结果:化疗期间VR减轻焦虑,缓解情绪紧张。这种情绪调节支持工具的多感官特性在诱导积极情绪方面比音乐更有效,当以互动形式提供沉浸时,这种好处最为显著。结论:本研究证实了VR在肿瘤学中提供支持的相关性。这个工具可以通过为患者提供塑造自己放松世界的可能性来弥补护理人员的可用性波动,并有助于保持患者与护理人员的关系。
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引用次数: 0
Who is Alyx? A new behavioral biometric dataset for user identification in XR 谁是艾丽克斯?一种新的XR用户识别行为生物特征数据集
Q2 Computer Science Pub Date : 2023-11-10 DOI: 10.3389/frvir.2023.1272234
Rack, Christian, Fernando, Tamara, Yalcin, Murat, Hotho, Andreas, Latoschik, Marc Erich
This article presents a new dataset containing motion and physiological data of users playing the game "Half-Life: Alyx". The dataset specifically targets behavioral and biometric identification of XR users. It includes motion and eye-tracking data captured by a HTC Vive Pro of 71 users playing the game on two separate days for 45 minutes. Additionally, we collected physiological data from 31 of these users. We provide benchmark performances for the task of motion-based identification of XR users with two prominent state-of-the-art deep learning architectures (GRU and CNN). After training on the first session of each user, the best model can identify the 71 users in the second session with a mean accuracy of 95% within 2 minutes. The dataset is freely available under https://github.com/cschell/who-is-alyx
本文介绍了一个新的数据集,其中包含了玩游戏“半条命:Alyx”的用户的运动和生理数据。该数据集专门针对XR用户的行为和生物特征识别。它包括由HTC Vive Pro捕捉的动作和眼球追踪数据,71名用户分别在两天内玩了45分钟的游戏。此外,我们还收集了其中31名用户的生理数据。我们为基于动作的XR用户识别任务提供了两个突出的最先进的深度学习架构(GRU和CNN)的基准性能。在对每个用户的第一个会话进行训练后,最佳模型可以在2分钟内识别出第二个会话的71个用户,平均准确率为95%。该数据集可在https://github.com/cschell/who-is-alyx免费获得
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引用次数: 0
Evaluating cognitive performance using virtual reality gamified exercises 使用虚拟现实游戏化练习评估认知表现
Q2 Computer Science Pub Date : 2023-11-07 DOI: 10.3389/frvir.2023.1153145
Davide Borghetti, Carlotta Zanobini, Ilenia Natola, Saverio Ottino, Angela Parenti, Victòria Brugada-Ramentol, Hossein Jalali, Amir Bozorgzadeh
Virtual Reality (VR) environments have been proven useful in memory assessment and have shown to be more sensitive than pen-and-paper in prospective memory assessment. Moreover, these techniques provide the advantage of offering neuropsychological evaluations in a controlled, ecologically valid, and safe manner. In the present study, we used Enhance VR, a cognitive training and assessment tool in virtual reality. User performance was evaluated by means of the in-game scoring system. The primary goal of this study was to compare Enhance VR in-game scoring to already existing validated cognitive assessment tests. As a secondary goal, we tested the tolerance and usability of the system. 41 older adults took part in the study (mean age = 62.8 years). Each participant was evaluated with a predefined set of traditional pen-and-paper cognitive assessment tools and played four VR games. We failed to find a significant positive impact in explaining the variability of the Enhance VR game scores by the traditional pen-and-paper methodologies that addressed the same cognitive ability. This lack of effect may be related to the gamified environment of Enhance VR, where the players are awarded or subtracted points depending on their game performance, thus deviating from the scoring system used in traditional methodologies. Moreover, while the games were inspired by traditional assessment methodologies, presenting them in a VR environment might modify the processing of the information provided to the participant. The hardware and Enhance VR games were extremely well tolerated, intuitive, and within the reach of even those with no experience.
虚拟现实(VR)环境在记忆评估中被证明是有用的,并且在前瞻性记忆评估中显示出比笔和纸更敏感。此外,这些技术提供了以可控、生态有效和安全的方式提供神经心理学评估的优势。在本研究中,我们使用了虚拟现实中的认知训练和评估工具Enhance VR。用户的表现是通过游戏内的评分系统来评估的。本研究的主要目的是将Enhance VR游戏内评分与现有的有效认知评估测试进行比较。作为次要目标,我们测试了系统的容忍度和可用性。41名老年人参加了这项研究(平均年龄= 62.8岁)。每个参与者都使用一套预定义的传统纸笔认知评估工具进行评估,并玩了四个VR游戏。我们没有发现用传统的纸笔方法来解释Enhance VR游戏分数的可变性有显著的积极影响。这种效果的缺乏可能与Enhance VR的游戏化环境有关,在这种环境中,玩家会根据他们的游戏表现获得奖励或扣分,从而偏离了传统方法中使用的评分系统。此外,虽然游戏受到传统评估方法的启发,但在VR环境中呈现它们可能会修改提供给参与者的信息处理。硬件和增强VR游戏非常容易接受,直观,即使是没有经验的人也能接触到。
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引用次数: 0
Investigating the perceptual attribution of a virtual robotic limb synchronizing with hand and foot simultaneously 虚拟机器人肢体与手足同步的感知归因研究
Q2 Computer Science Pub Date : 2023-11-07 DOI: 10.3389/frvir.2023.1210303
Kuniharu Sakurada, Ryota Kondo, Fumihiko Nakamura, Michiteru Kitazaki, Maki Sugimoto
Introduction: Incorporating an additional limb that synchronizes with multiple body parts enables the user to achieve high task accuracy and smooth movement. In this case, the visual appearance of the wearable robotic limb contributes to the sense of embodiment. Additionally, the user’s motor function changes as a result of this embodiment. However, it remains unclear how users perceive the attribution of the wearable robotic limb within the context of multiple body parts (perceptual attribution), and the impact of visual similarity in this context remains unknown. Methods: This study investigated the perceptual attribution of a virtual robotic limb by examining proprioceptive drift and the bias of visual similarity under the conditions of single body part (synchronizing with hand or foot motion only) and multiple body parts (synchronizing with average motion of hand and foot). Participants in the conducted experiment engaged in a point-to-point task using a virtual robotic limb that synchronizes with their hand and foot motions simultaneously. Furthermore, the visual appearance of the end-effector was altered to explore the influence of visual similarity. Results: The experiment revealed that only the participants’ proprioception of their foot aligned with the virtual robotic limb, while the frequency of error correction during the point-to-point task did not change across conditions. Conversely, subjective illusions of embodiment occurred for both the hand and foot. In this case, the visual appearance of the robotic limbs contributed to the correlations between hand and foot proprioceptive drift and subjective embodiment illusion, respectively. Discussion: These results suggest that proprioception is specifically attributed to the foot through motion synchronization, whereas subjective perceptions are attributed to both the hand and foot.
介绍:结合一个额外的肢体,与多个身体部位同步,使用户能够实现高任务精度和平稳运动。在这种情况下,可穿戴机器人肢体的视觉外观有助于体现感。此外,用户的运动功能也会因该实施例而改变。然而,目前尚不清楚用户如何在多个身体部位的背景下感知可穿戴机器人肢体的归属(感知归属),并且在这种情况下视觉相似性的影响仍然未知。方法:采用本体感觉漂移和视觉相似性偏差的方法,研究了单个肢体(仅与手足运动同步)和多个肢体(与手足平均运动同步)条件下虚拟机械肢体的感知归因。实验参与者使用虚拟机械臂进行点对点任务,该机械臂与他们的手和脚同时同步运动。此外,还改变了末端执行器的视觉外观,以探讨视觉相似性的影响。结果:实验显示,只有参与者的足部本体感觉与虚拟机器人肢体一致,而点对点任务的纠错频率在不同条件下没有变化。相反,手和脚都出现了主观的具体化错觉。在这种情况下,机械肢体的视觉外观分别对手和脚本体感觉漂移和主观体现错觉的相关性做出了贡献。讨论:这些结果表明,本体感觉通过运动同步特别归因于足部,而主观知觉归因于手和脚。
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引用次数: 0
Visual–vestibular sensory integration during congruent and incongruent self-rotation percepts using caloric vestibular stimulation 前庭热刺激在一致和不一致自旋知觉中的视觉-前庭感觉整合
Q2 Computer Science Pub Date : 2023-10-26 DOI: 10.3389/frvir.2023.1253155
Ramy Kirollos, Chris M. Herdman
Introduction: The present study sets out to determine which sensory system mostly influences self-motion perception when visual and vestibular cues are in conflict. We paired caloric vestibular stimulation that signaled motion in either the clockwise or counter-clockwise direction with a visual display that indicated self-rotation in either the same or opposite directions. Methods: In Experiment 1 (E1), caloric vestibular stimulation was used to produce vestibular circular vection. In Experiment 2 (E2), a virtual optokinetic drum was used to produce visual circular vection in a VR headset. Vection speed, direction, and duration were recorded using a potentiometer knob the participant controlled in E1 and E2. In Experiment 3 (E3), visual and vestibular stimuli were matched to be at approximately equal speeds across visual and vestibular modalities for each participant setting up Experiment 4 (E4). In E4, participants observed a moving visual pattern in a virtual reality (VR) headset while receiving caloric vestibular stimulation. Participants rotated the potentiometer knob while attending to visual–vestibular stimuli presentations to indicate their perceived circular vection. E4 had two conditions: 1) A congruent condition where calorics and visual display indicated circular vection in the same direction; 2) an incongruent condition where calorics and visual display indicated circular vection in opposite directions. Results and discussion: There were equal reports of knob rotation in the direction consistent with the visual and vestibular self-rotation direction in the incongruent condition of E4 across trials. There were no significant differences in knob rotation speed and duration in both conditions. These results demonstrate that the brain appears to weigh visual and vestibular cues equally during a visual–vestibular conflict of approximately equal speeds. These results are most consistent with the optimal cue integration hypothesis.
本研究旨在确定当视觉和前庭信号冲突时,哪个感觉系统主要影响自我运动知觉。我们将发出顺时针或逆时针方向运动信号的前庭热量刺激与显示以相同或相反方向自我旋转的视觉显示配对。方法:实验1 (E1)采用前庭热刺激产生前庭圆向量。在实验2 (E2)中,使用虚拟光动力鼓在VR头显中产生视觉圆形矢量。矢量速度、方向和持续时间由参与者控制在E1和E2的电位器旋钮记录。在实验3 (E3)中,每个参与者设置实验4 (E4)时,视觉和前庭刺激在视觉和前庭模式上以大约相同的速度匹配。在E4中,参与者在接受前庭热量刺激的同时,在虚拟现实(VR)耳机中观察到移动的视觉模式。参与者在观看视觉前庭刺激时转动电位器旋钮,以表明他们感知到的圆形矢量。E4有两个条件:1)一致条件,热量和视觉显示显示圆形矢量在同一方向;2)热量和视觉显示显示相反方向的圆形矢量的不一致情况。结果与讨论:在E4不一致的情况下,旋钮向与视觉一致的方向旋转和前庭自旋方向旋转的报告相等。两种条件下旋钮旋转速度和持续时间无显著差异。这些结果表明,在视觉和前庭的冲突中,大脑似乎同样地权衡视觉和前庭的线索。这些结果与最优线索整合假说最为一致。
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引用次数: 0
Behavior and self-efficacy modulate learning in virtual reality simulations for training: a structural equation modeling approach 行为和自我效能调节训练中的虚拟现实模拟学习:结构方程建模方法
Q2 Computer Science Pub Date : 2023-10-23 DOI: 10.3389/frvir.2023.1250823
S. M. Ali Mousavi, Wendy Powell, Max M. Louwerse, Andrew T. Hendrickson
Introduction: There is a rising interest in using virtual reality (VR) applications in learning, yet different studies have reported different findings for their impact and effectiveness. The current paper addresses this heterogeneity in the results. Moreover, contrary to most studies, we use a VR application actually used in industry thereby addressing ecological validity of the findings. Methods and Results of Study1: In two studies, we explored the effects of an industrial VR safety training application on learning. In our first study, we examined both interactive VR and passive monitor viewing. Using univariate, comparative, and correlational analytical approaches, the study demonstrated a significant increase in self-efficacy and knowledge scores in interactive VR but showed no significant differences when compared to passive monitor viewing. Unlike passive monitor viewing, however, the VR condition showed a positive relation between learning gains and self-efficacy. Methods and Results of Study2: In our subsequent study, a Structural Equation Model (SEM) demonstrated that self-efficacy and users’ simulation performance predicted the learning gains in VR. We furthermore found that the VR hardware experience indirectly predicted learning gains through self-efficacy and user simulation performance factors. Conclusion/Discussion of both studies: Conclusively, the findings of these studies suggest the central role of self-efficacy to explain learning gains generalizes from academic VR tasks to those in use in industry training. In addition, these results point to VR behavioral markers that are indicative of learning.
导读:人们对虚拟现实(VR)在学习中的应用越来越感兴趣,但不同的研究报告了其影响和有效性的不同发现。当前的论文在结果中解决了这种异质性。此外,与大多数研究相反,我们使用了实际用于工业的VR应用程序,从而解决了研究结果的生态有效性。研究方法与结果1:在两项研究中,我们探讨了工业VR安全培训应用程序对学习的影响。在我们的第一项研究中,我们检查了交互式VR和被动监视器观看。使用单变量、比较和相关分析方法,研究表明交互式VR的自我效能感和知识得分显著增加,但与被动监视器观看相比没有显著差异。然而,与被动监控观看不同,虚拟现实条件显示学习收益与自我效能之间存在正相关关系。研究2的方法和结果:在我们随后的研究中,结构方程模型(SEM)证明了自我效能感和用户的模拟表现预测了VR的学习收益。我们进一步发现,虚拟现实硬件体验通过自我效能感和用户模拟性能因素间接预测学习收益。两项研究的结论/讨论:最后,这些研究的结果表明,自我效能感在解释学习收益方面的核心作用,从学术虚拟现实任务推广到工业培训中使用的任务。此外,这些结果指出了虚拟现实的行为标记是学习的指示。
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引用次数: 0
A phenomenological approach to virtual reality in psychiatry education 精神病学教育中虚拟现实的现象学研究
Q2 Computer Science Pub Date : 2023-10-19 DOI: 10.3389/frvir.2023.1259263
Kamilla Pedersen, Peter Musaeus
Virtual Reality has emerged as a valuable tool in medical education, primarily for teaching basic sciences and procedural skills. However, its potential in clinical psychiatry, particularly in comprehending the subjective experiences of individuals with mental illness, remains largely untapped. This paper aims to address this gap by proposing a phenomenological-driven approach to the design of virtual reality in psychiatry education. Insights into psychopathology, which involves the systematic study of abnormal experiences as well as self-awareness on behalf of the clinician, demands training. The clinician must develop sensitivity, observational skills, and an understanding of patients’ subjective experiences. While integrating the subjective perspective and promoting emotional self-awareness in psychiatry education have been recommended, further research is necessary to effectively harness virtual reality for this purpose. Drawing from the convergence of virtual reality, phenomenological approaches to grasping subjectivity and psychopathology, this paper aims to advance teachings in psychopathology. It underscores the importance of integrating biomedical knowledge with the lived experiences of psychiatric patients to offer learners a comprehensive understanding of clinical psychiatry. This approach is deeply rooted in the theories of three influential figures: Karl Jaspers, a German psychiatrist and philosopher, who emphasized the role of phenomenology in clinical psychiatry; Ludwig Binswanger, a Swiss psychiatrist and psychotherapist, known for his work on existential analysis; and Medard Boss, a Swiss psychiatrist and psychoanalyst, who introduced Daseinsanalysis, focusing on the individual’s existence in the world. To facilitate learning in acute psychiatry, a virtual reality scenario was developed. This scenario offers two perspectives: one from the patient’s viewpoint, simulating a severe psychotic incident, and the other from the perspective of junior doctors, exposing them to the challenges of communication, decision-making, and stress in a clinical setting. This paper argues that these phenomenological approaches are valuable in helping inform the didactical considerations in the design of the virtual reality scenario, enhancing the learning experience in psychiatry education. It highlights the potential of virtual reality to deepen understanding in the teaching of clinical psychiatry and provides practical insights into its application in an educational context.
虚拟现实已经成为医学教育中的一个有价值的工具,主要用于教授基础科学和程序技能。然而,它在临床精神病学方面的潜力,特别是在理解精神疾病患者的主观体验方面的潜力,在很大程度上仍未得到开发。本文旨在通过提出一种现象学驱动的方法来设计精神病学教育中的虚拟现实来解决这一差距。对精神病理学的洞察,包括对异常经历的系统研究,以及代表临床医生的自我意识,需要训练。临床医生必须培养敏感性、观察技巧和对病人主观经验的理解。虽然建议在精神病学教育中融入主观视角和提升情感自我意识,但需要进一步研究如何有效地利用虚拟现实来实现这一目的。本文旨在从虚拟现实、现象学方法把握主体性和精神病理学的融合出发,推动精神病理学教学的发展。它强调了将生物医学知识与精神病患者的生活经验相结合的重要性,为学习者提供了对临床精神病学的全面理解。这种方法深深植根于三个有影响力的人物的理论:德国精神病学家和哲学家卡尔·雅斯贝尔斯(Karl Jaspers),他强调现象学在临床精神病学中的作用;路德维希·宾斯旺格(Ludwig Binswanger),瑞士精神病学家和心理治疗师,以存在分析而闻名;以及瑞士精神病学家和精神分析学家梅达德·博斯(Medard Boss),他提出了自我分析,关注个体在世界上的存在。为了促进急性精神病学的学习,开发了一个虚拟现实场景。这个场景提供了两个视角:一个是从患者的角度,模拟严重的精神病事件;另一个是从初级医生的角度,让他们在临床环境中面对沟通、决策和压力的挑战。本文认为,这些现象学方法在帮助告知虚拟现实场景设计中的教学考虑方面是有价值的,增强了精神病学教育的学习体验。它强调了虚拟现实在临床精神病学教学中加深理解的潜力,并为其在教育背景下的应用提供了实际的见解。
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引用次数: 0
Impact of task constraints on a 3D visuomotor tracking task in virtual reality 任务约束对虚拟现实中三维视觉运动跟踪任务的影响
Q2 Computer Science Pub Date : 2023-10-17 DOI: 10.3389/frvir.2023.1119238
Héloïse Baillet, Simone Burin-Chu, Laure Lejeune, Morgan Le Chénéchal, Régis Thouvarecq, Nicolas Benguigui, Pascale Leconte
Objective: The aim of the present study was to evaluate the impact of different task constraints on the participants’ adaptation when performing a 3D visuomotor tracking task in a virtual environment. Methods: Twenty-three voluntary participants were tested with the HTC Vive Pro Eye VR headset in a task that consisted of tracking a virtual target moving in a cube with an effector controlled with the preferred hand. Participants had to perform 120 trials according to three task constraints (i.e., gain, size, and speed), each performed according to four randomized conditions. The target-effector distance and elbow range of movement were measured. Results: The results showed an increase in the distance to the target when the task constraints were the strongest. In addition, a change in movement kinematics was observed, involving an increase in elbow amplitude as task constraints increased. It also appeared that the depth dimension played a major role in task difficulty and elbow amplitude and coupling in the tracking task. Conclusion: This research is an essential step towards characterizing interactions with a 3D virtual environment and showing how virtual constraints can facilitate arm’s involvement in the depth dimension.
目的:本研究的目的是评估不同的任务约束对参与者在虚拟环境中执行三维视觉运动跟踪任务的适应的影响。方法:23名自愿参与者使用HTC Vive Pro Eye VR头显进行测试,任务包括跟踪在立方体中移动的虚拟目标,用首选的手控制效应器。参与者必须根据三个任务约束(即,增益,大小和速度)进行120次试验,每个试验根据四个随机条件进行。测量目标-效应器距离和肘部运动范围。结果:任务约束最强时,被试与目标的距离增加。此外,观察到运动运动学的变化,包括随着任务约束的增加肘关节振幅的增加。在跟踪任务中,深度维度对任务难度和肘部振幅和耦合也起主要作用。结论:这项研究是刻画与3D虚拟环境交互的重要一步,并展示了虚拟约束如何促进手臂在深度维度的参与。
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引用次数: 0
Challenges of controlling the rotation of virtual objects with variable grip using force-feedback gloves 使用力反馈手套控制具有可变握持的虚拟物体旋转的挑战
Q2 Computer Science Pub Date : 2023-10-09 DOI: 10.3389/frvir.2023.1190426
Michael Bonfert, Maiko Hübinger, Rainer Malaka
Some virtual reality (VR) applications require true-to-life object manipulation, such as for training or teleoperation. We investigate an interaction technique that replicates the variable grip strength applied to a held object when using force-feedback gloves in VR. We map the exerted finger pressure to the rotational freedom of the virtual object. With a firm grip, the object’s orientation is fixed to the hand. With a loose grip, the user can allow the object to rotate freely within the hand. A user study ( N = 21) showed how challenging it was for participants to control the object’s rotation with our prototype employing the SenseGlove DK1. Despite high action fidelity, the grip variability led to poorer performance and increased task load compared to the default fixed rotation. We suspect low haptic fidelity as an explanation as only kinesthetic forces but no cutaneous cues are rendered. We discuss the system design limitations and how to overcome them in future haptic interfaces for physics-based multi-finger object manipulation.
一些虚拟现实(VR)应用程序需要逼真的对象操作,例如用于培训或远程操作。我们研究了一种交互技术,该技术复制了在VR中使用力反馈手套时应用于持有对象的可变握力。我们将手指施加的压力映射到虚拟物体的旋转自由度。握紧后,物体的方向就固定在手上。松开握持,用户可以让物体在手中自由旋转。一项用户研究(N = 21)表明,参与者使用我们的SenseGlove DK1原型来控制物体的旋转是多么具有挑战性。尽管动作保真度很高,但与默认的固定旋转相比,握持可变性导致性能更差,任务负载增加。我们怀疑低触觉保真度是一个解释,因为只有动觉力而没有皮肤提示。我们讨论了系统设计的局限性,以及如何在未来基于物理的多指对象操作的触觉界面中克服它们。
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引用次数: 0
期刊
Frontiers in virtual reality
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