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User elicited gesture-based locomotion techniques for immersive VEs in a seated position: a comparative evaluation 基于用户手势的坐姿沉浸式视觉运动技术的比较评价
Q2 Computer Science Pub Date : 2023-08-30 DOI: 10.3389/frvir.2023.1169654
P. Ganapathi, K. Sorathia
Locomotion is a fundamental task for exploring and interacting in virtual environments (VEs), and numerous locomotion techniques have been developed to improve the perceived realism and efficiency of movement in VEs. Gesture-based locomotion techniques have emerged as a more natural and intuitive mode of interaction than controller-based methods of travel in VEs. In this paper, we investigate the intuitiveness, comfort, ease of use, performance, presence, simulation sickness, and user preference of three user-elicited body-based gestures: the Calling gesture, Deictic Pointing gesture, and Mirror Leaning gesture. These gestures are intended to be used in three different seated multitasking scenarios involving virtual travel and various levels of hand engagement in selection. In the first study, participants compared the Calling gesture with the Tapping and Teleportation gestures for Scenario 1, which involved virtual travel only. The Calling gesture was found to be the most intuitive, with increased presence, while the Teleportation gesture was the preferred travel technique. The second study involved participants comparing the Deictic Pointing gesture with the Tapping and Teleportation gestures for Scenario 2, which involved virtual travel and one hand engaged in selection. The Deictic Pointing gesture was found to be more intuitive than the other gestures in terms of performance, comfort, ease of use, and presence. The third study introduced a new group of participants who compared the Mirror Leaning gesture with the Tapping and Teleportation gestures for Scenario 3, which involved virtual travel and both hands engaged in selection. The Mirror Leaning gesture was found to be the most intuitive, with increased presence and performance compared to the other gestures. We compared the gestures of the scenarios in three complementary search tasks: traveling in a straight-line path, moving in a directed path, and moving in an undirected path. We believe that the qualitative and quantitative measures obtained from our studies will help researchers and interaction design experts to design efficient and effective gesture-based locomotion techniques for traveling in a seated position in multitasking VEs.
运动是在虚拟环境中探索和交互的一项基本任务,已经开发了许多运动技术来提高虚拟环境中运动的感知真实性和效率。与基于控制器的VEs旅行方法相比,基于手势的运动技术已经成为一种更自然、更直观的互动模式。在本文中,我们研究了三种用户引发的基于身体的手势的直观性、舒适性、易用性、性能、存在性、模拟病态和用户偏好:呼叫手势、指示指向手势和靠镜手势。这些手势旨在用于三种不同的坐姿多任务场景,包括虚拟旅行和不同级别的手参与选择。在第一项研究中,参与者将场景1中的“呼叫”手势与“轻敲”和“传送”手势进行了比较,场景1仅涉及虚拟旅行。呼叫手势被发现是最直观的,存在感更强,而远程传送手势是首选的旅行技巧。第二项研究涉及参与者将场景2的指示手势与轻拍和传送手势进行比较,场景2涉及虚拟旅行和一只手参与选择。在性能、舒适度、易用性和在场性方面,指示手势比其他手势更直观。第三项研究引入了一组新的参与者,他们将场景3中的“倚镜”手势与“轻拍”和“传送”手势进行了比较,场景3涉及虚拟旅行和双手参与选择。“倚镜”手势被认为是最直观的,与其他手势相比,它的存在感和性能都有所提高。我们比较了三个互补搜索任务中场景的手势:沿直线路径行进、沿有向路径移动和沿无向路径移动。我们相信,从我们的研究中获得的定性和定量测量将有助于研究人员和交互设计专家设计高效、有效的基于手势的移动技术,用于在多任务视觉中以坐姿行进。
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引用次数: 0
Gamified virtual reality exposure therapy for adolescents with public speaking anxiety: a four-armed randomized controlled trial 游戏化虚拟现实暴露疗法治疗青少年公共演讲焦虑症:一项四臂随机对照试验
Q2 Computer Science Pub Date : 2023-08-29 DOI: 10.3389/frvir.2023.1240778
Smiti Kahlon, P. Lindner, T. Nordgreen
Objective: Public Speaking Anxiety is highly prevalent among adolescents. However, few interventions have been developed specifically for this group. This four-armed randomized trial addressed the following research questions regarding interventions for adolescents with public speaking anxiety (PSA): 1) is Virtual Reality exposure therapy (VRET) more efficacious than online psychoeducation or waitlist, and 2) is VRET followed by online exposure therapy more efficacious than VRET alone or online psychoeducation followed by online exposure therapy?Methods: Adolescents, aged 13–16 with PSA were randomized to four groups: 1) VRET + no additional intervention (n = 20); 2) VRET + online exposure program (n = 20); 3) online psychoeducation program + exposure program (n = 40); or 4) waitlist (n = 20). Self-rated PSA symptoms served as primary outcome measure, with secondary outcomes covering other social anxiety symptoms.Results: Linear mixed models revealed that there was a significant difference in the decrease in PSA symptoms among adolescents receiving VRET compared with waiting list (p = 0.015), but no significant difference to the online psychoeducation program (p = 0.056). However, online psychoeducation program yielded smaller within-group effect sizes compared to VRET, d = 0.33 vs. d = 0.83 respectively. VRET + online exposure program had a significant decrease in PSA symptoms (p = 0.013), but no significant difference from VRET + no additional intervention or online psychoeducation + online exposure program. Symptom reduction remained stable at 3-month follow-up.Conclusion: The study shows the potential of delivering both gamified VRET as well as online psychoeducation and exposure programs as self-guided interventions for adolescents with PSA.Clinical trial registration:clinicaltrials.gov, identifier: NCT04396392
目的:公众演讲焦虑在青少年中非常普遍。然而,很少有专门针对这一群体的干预措施。这项四组随机试验针对以下关于青少年公共演讲焦虑(PSA)干预的研究问题:1)虚拟现实暴露疗法(VRET)是否比在线心理教育或候补名单更有效;2)虚拟现实暴露疗法后的在线暴露疗法是否比单独的VRET或在线心理教育后的在线暴露疗法更有效?方法:将13-16岁的PSA青少年随机分为四组:1)VRET +无额外干预(n = 20);2) VRET +在线曝光计划(n = 20);3)在线心理教育项目+暴露项目(n = 40);4)等待名单(n = 20)。自评PSA症状作为主要结局指标,次要结局包括其他社交焦虑症状。结果:线性混合模型显示,接受VRET的青少年与等候名单相比,PSA症状的减少有显著差异(p = 0.015),但与在线心理教育计划相比无显著差异(p = 0.056)。然而,与VRET相比,在线心理教育项目产生的组内效应较小,d = 0.33 vs d = 0.83。VRET +在线暴露方案显著降低PSA症状(p = 0.013),但与VRET +无额外干预或在线心理教育+在线暴露方案无显著差异。在3个月的随访中,症状减轻保持稳定。结论:该研究显示了提供游戏化VRET以及在线心理教育和暴露计划作为PSA青少年自我指导干预的潜力。临床试验注册:clinicaltrials.gov,识别码:NCT04396392
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引用次数: 1
Evaluating face gender cues in virtual humans within and beyond the gender binary 在性别二元范围内外评估虚拟人的面部性别线索
Q2 Computer Science Pub Date : 2023-08-24 DOI: 10.3389/frvir.2023.1251420
Rashi Ghosh, P. Feijóo-García, J. Stuart, Chase Wrenn, Benjamin C. Lok
Introduction: Virtual human work regarding gender is widely based on binary gender despite recent understandings of gender extending beyond female and male. Additionally, gender stereotypes and biases may be present in virtual human design.Methods: This study evaluates how face gender cues are implemented in virtual humans by conducting an exploratory study where an undergraduate computing population (n = 67) designed three virtual human faces—female, male, and nonbinary.Results: Results showed that face gender cues were implemented in stereotypical ways to represent binary genders (female and male virtual humans). For nonbinary gender virtual humans, stereotypical face gender cues were expressed inconsistently (sometimes feminine, sometimes masculine), and conflicting gender cues (pairs of cues that signal opposing binary gender) occurred frequently. Finally, results revealed that not all face gender cues are leveraged equally to express gender.Discussion: Implications of these findings and future directions for inclusive and representative gender expression in virtual humans are discussed.
导言:尽管最近对性别的理解超出了女性和男性,但关于性别的虚拟人类工作广泛基于二元性别。此外,性别刻板印象和偏见可能存在于虚拟人体设计中。方法:本研究通过一项探索性研究来评估面部性别线索是如何在虚拟人类中实现的,在该研究中,一群本科生(n = 67)设计了三种虚拟人脸——女性、男性和非二元。结果:结果表明,面部性别线索以刻板的方式实现二元性别(女性和男性虚拟人)。对于非二元性别的虚拟人,刻板的面部性别线索表达不一致(有时是女性,有时是男性),并且经常发生冲突的性别线索(表明二元性别相反的线索)。最后,结果显示,并不是所有的面部性别线索都被平等地利用来表达性别。讨论:讨论了这些发现的意义以及虚拟人类中包容性和代表性性别表达的未来方向。
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引用次数: 0
Digital fabrics for online shopping and fashion design 用于网上购物和时尚设计的数字面料
Q2 Computer Science Pub Date : 2023-08-21 DOI: 10.3389/frvir.2023.1236095
Leyla Haghzare, Xiaona Ping, Matthew R. Arnison, David Monaghan, David Karlov, V. Honson, Juno Kim
Improving the digital presentation of fabrics enhances the online shopping experience and, in turn, reduces textile waste. In this study, we examined how the manipulation of simple surface reflectance models can bias the perception of fabric properties simulated online in a web browser. We showed that motion and three-dimensional (3D) folds (i.e., rumple) influence the perception of sheen for different fabric types (cotton knit and satin). Also, we found complex interactions between these parameters in their effects on perceived sheen and perceived color saturation. Moreover, we showed that changing the level of specular roughness significantly influences visual perception of sheen, color and lightness, which in turn, can categorically alter perceptual judgments of material type. In contrast to visual attributes, specular roughness did not influence visually perceived tactile characteristics of digital fabrics (thickness and stretch). The knowledge gained about perceptual biases of digital fabrics from this study will inform future considerations for optimizing the fidelity of textiles depicted in digital commerce.
改进织物的数字展示可以增强网上购物体验,进而减少纺织品浪费。在这项研究中,我们研究了简单表面反射率模型的操作如何会对网络浏览器中在线模拟的织物性能产生偏见。我们发现,运动和三维(3D)褶皱(即褶皱)会影响不同织物类型(棉针织和缎面)对光泽的感知。此外,我们发现这些参数之间的复杂相互作用对感知光泽和感知颜色饱和度的影响。此外,我们发现,镜面粗糙度的变化会显著影响对光泽、颜色和亮度的视觉感知,而这反过来又会明显改变对材料类型的感知判断。与视觉属性相反,镜面粗糙度不会影响数字织物的视觉触觉特性(厚度和拉伸)。从这项研究中获得的关于数字织物感知偏差的知识将为未来优化数字商务中描绘的纺织品保真度的考虑提供信息。
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引用次数: 1
Direct comparison of virtual reality and 2D delivery on sense of presence, emotional and physiological outcome measures 虚拟现实和2D交付在存在感、情绪和生理结果测量方面的直接比较
Q2 Computer Science Pub Date : 2023-08-17 DOI: 10.3389/frvir.2023.1211001
Caroline L. Kuhne, Eda D. Kecelioglu, S. Maltby, Rebecca Hood, B. Knott, Elizabeth Ditton, F. R. Walker, M. Kluge
Introduction: Virtual-reality (VR) technology has, over the last decade, quickly expanded from gaming into other sectors including training, education, and wellness. One of the most popular justifications for the use of VR over 2D is increased immersion and engagement. However, very little fundamental research has been produced evaluating the comparative impact of immersive VR on the user’s cognitive, physiological, and emotional state.Methods: A within-subject cross-over study design was used to directly compare VR and 2D screen delivery of different subject matter content. Both physiological and self-report data were collected for scenes containing calming nature environments, aggressive social confrontations, and neutral content.Results: Compared to 2D, the VR delivery resulted in a higher sense of presence, higher ratings of engagement, fun, and privacy. Confrontational scenes were rated as more tense whilst calming scenes were rated as more relaxing when presented in VR compared to 2D. Physiological data indicated that the scenes promoted overall states of arousal and relaxation in accordance with the scene subject matter (both VR and 2D). However, heart rate (HR) and galvanic skin response (GSR) were consistently higher throughout the VR delivery condition compared to 2D, including responses during scenes of neutral and calming subject matter.Discussion: This discrepancy between emotional and physiological responses for calming and neutral content in VR suggest an elevated arousal response driven by VR immersion that is independent of the emotional and physiological responses to the subject matter itself. These findings have important implications for those looking to develop and utilize VR technology as a training and educational tool as they provide insights into the impact of immersion on the user.
简介:在过去的十年里,虚拟现实技术迅速从游戏扩展到了培训、教育和健康等其他领域。相对于2D,使用VR最受欢迎的理由之一是增加了沉浸感和参与度。然而,很少有基础研究评估沉浸式VR对用户认知、生理和情绪状态的比较影响。方法:采用受试者内部交叉研究设计,直接比较不同主题内容的VR和2D屏幕交付。生理和自我报告数据都是为包含平静的自然环境、攻击性的社会对抗和中性内容的场景收集的。结果:与2D相比,VR交付带来了更高的存在感、更高的参与度、乐趣和隐私度。与2D相比,在VR中呈现的对抗场景被评为更紧张,而平静的场景被评定为更放松。生理数据表明,场景根据场景主题(VR和2D)促进了唤醒和放松的整体状态。然而,与2D相比,在整个VR递送条件下,心率(HR)和皮肤电流反应(GSR)始终较高,包括在中性和镇静主题场景中的反应。讨论:VR中对平静和中性内容的情绪和生理反应之间的差异表明,VR沉浸感驱动的唤醒反应升高,与对主题本身的情绪和心理反应无关。这些发现对那些希望开发和利用VR技术作为培训和教育工具的人具有重要意义,因为它们可以深入了解沉浸感对用户的影响。
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引用次数: 1
Training mental imagery skills of elite athletes in virtual reality 在虚拟现实中训练优秀运动员的心理意象技能
Q2 Computer Science Pub Date : 2023-08-14 DOI: 10.3389/frvir.2023.1189717
Yuanjie Wu, S. Lukosch, Heide Lukosch, R. Lindeman, R. Mckee, Shunsuke Fukuden, Cameron Ross, D. Collins
Mental imagery practice is widely used to help athletes prepare for competitions, as it can produce motor actions that enhance performance. The goal of imagery training for athletes is to create realistic images in their minds and to familiarize them with certain procedures, environments, and other aspects related to competition. Traditional imagery training methods use still images or videos, and athletes study the pictures or watch the videos in order to mentally rehearse. However, factors such as distractions and low realism can affect the training quality. In this paper, we present a Virtual Reality (VR) solution and a study that explores our hypotheses that H1: high-fidelity VR systems improve mental imagery skills, that H2: the presence of elements such as virtual onlookers or photographers in the VR environment arouse stronger emotional reactions and affect, and that H3: the presence of elements such as onlookers or photographers in the VR environment results in better mental imagery skill improvement. For that purpose, seven elite snow sports athletes were exposed to three training methods, Video, VR-Empty, and VR-Crowded. Our results show that a VR simulation with virtual onlookers (VR-Crowded) can significantly increase heart rate, which can induce increased emotional arousal. The results from validated questionnaires show no significant difference for the three training methods in terms of mental imagery and affect, but the results show an ascending trend for the athlete’s arousal from Video to the VR-Crowded condition. Gaze detection heat maps of interest areas for the two VR conditions support hypothesis H2 that environmental factors such as the presence of photographers, staff, and onlookers can increase head and eye movement, possibly indicating an increase in emotional arousal during imagery training. According to verbal feedback and interviews, athletes are more likely to use innovative training methods (e.g., the high-fidelity VR method) than traditional video-training methods.
心理意象练习被广泛用于帮助运动员为比赛做准备,因为它可以产生提高成绩的运动动作。运动员形象训练的目标是在他们的脑海中创造逼真的形象,并使他们熟悉与比赛有关的某些程序、环境和其他方面。传统的想象训练方法使用静态图像或视频,运动员通过研究图像或观看视频来进行心理排练。然而,干扰和低真实感等因素会影响训练质量。在本文中,我们提出了一个虚拟现实(VR)解决方案,并研究了我们的假设,即H1:高保真VR系统提高了心理成像技能,H2: VR环境中虚拟旁观者或摄影师等元素的存在会引起更强的情绪反应和影响,H3: VR环境中旁观者或摄影师等元素的存在会导致更好的心理成像技能提高。为此,7名优秀的雪上运动运动员接受了三种训练方法:Video、VR-Empty和VR-Crowded。我们的研究结果表明,虚拟围观者(VR-拥挤)的VR模拟可以显著提高心率,从而引起情绪唤醒的增加。验证问卷结果显示,三种训练方式在心理意象和情感方面没有显著差异,但从视频到vr拥挤状态下,运动员的唤醒有上升趋势。两种VR条件下感兴趣区域的凝视检测热图支持假设H2,即环境因素(如摄影师、工作人员和旁观者的存在)可以增加头部和眼球的运动,这可能表明在图像训练期间情绪唤醒的增加。根据口头反馈和访谈,与传统的视频训练方法相比,运动员更倾向于使用创新的训练方法(如高保真VR方法)。
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引用次数: 0
Does this virtual food make me hungry? effects of visual quality and food type in virtual reality 这种虚拟食物会让我感到饥饿吗?虚拟现实中视觉质量和食物类型的影响
Q2 Computer Science Pub Date : 2023-08-14 DOI: 10.3389/frvir.2023.1221651
Florian Ramousse, Pierre Raimbaud, P. Baert, C. Helfenstein-Didier, A. Gay, C. Massoubre, B. Galusca, G. Lavoué
Introduction: Studies into food-related behaviors and emotions are increasingly being explored with Virtual Reality (VR). Applications of VR technologies for food science include eating disorder therapies, eating behavior studies and sensory analyzes. These applications involve 3D food stimuli intended to elicit cravings, stress, and/or emotions. However, the visual quality (i.e., the realism) of used food stimuli is heterogeneous, and this factor’s influence on the results has never been isolated and evaluated. In this context, this work aims to study how the visual quality of food stimuli, exposed in a virtual reality environment, influences the resulting desire to eat.Methods: 28 subjects without eating disorders were included in this protocol, who evaluated the desire to eat induced by 10 3D food stimuli, each duplicated in 7 quality levels (for a total of 70 stimuli).Results: Results show that visual quality influences the desire to eat, and this effect depends on the type of food and users’ eating habits. We found two significant thresholds for visual quality: the first provides the minimal quality necessary to elicit a significant desire to eat, while the second provides the ceiling value above which increasing the quality does not improve further the desire to eat.Discussion: These results allow us to provide useful recommendations for the design of experiments involving food stimuli.
引言:虚拟现实(VR)越来越多地探索与食物相关的行为和情绪的研究。虚拟现实技术在食品科学中的应用包括饮食障碍治疗、饮食行为研究和感官分析。这些应用涉及旨在引发食欲、压力和/或情绪的3D食物刺激。然而,所用食物刺激的视觉质量(即真实感)是异质的,并且从未孤立和评估过这一因素对结果的影响。在这种背景下,这项工作旨在研究暴露在虚拟现实环境中的食物刺激的视觉质量如何影响由此产生的进食欲望。方法:将28名无饮食障碍的受试者纳入该方案,他们评估了10种3D食物刺激诱导的进食欲望,每种刺激在7个质量水平上重复(总共70种刺激)。结果:视觉质量影响进食欲望,这种影响取决于食物类型和使用者的饮食习惯。我们发现了视觉质量的两个重要阈值:第一个阈值提供了引发强烈进食欲望所需的最低质量,而第二个阈值则提供了最高值,超过该阈值,提高质量并不能进一步改善进食欲望。讨论:这些结果使我们能够为涉及食物刺激的实验设计提供有用的建议。
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引用次数: 0
Different realities: a comparison of augmented and virtual reality for the sensemaking process 不同的现实:增强现实和虚拟现实在感知过程中的比较
Q2 Computer Science Pub Date : 2023-08-09 DOI: 10.3389/frvir.2023.1177855
Lee Lisle, Kylie Davidson, Edward J. K. Gitre, Chris North, D. Bowman
Analysts perform sensemaking on large complex multimedia datasets in order to extract concepts, themes, and other kinds of insights from them. Immersive analytics, in particular, puts users in virtual environments that allow them to explore data in a unique way where they can interact and move through the data. Previous research using virtual reality immersive analytics tools found users wanting to refer to real-world objects or understand the physical world around them while continuing to perform their analysis. Therefore, we designed and ran a comparative study looking at the tradeoffs between virtual and augmented reality for our immersive analytics approach: Immersive Space to Think. Through two mixed-methods studies we found that virtual reality affords users a space where users can focus more on their task, but augmented reality allows them to use various real-world tools that can increase user satisfaction. In future immersive analytics tools, we recommend a blend of the two—augmented virtuality—with pass-through portals which allow users to see various real-world tools, such as whiteboards or desks and keyboards, while still giving themselves a space to focus.
分析人员对大型复杂多媒体数据集进行语义分析,以便从中提取概念、主题和其他类型的见解。特别是沉浸式分析,将用户置于虚拟环境中,允许他们以独特的方式探索数据,他们可以在数据中进行交互和移动。之前使用虚拟现实沉浸式分析工具的研究发现,用户在继续进行分析的同时,想要参考现实世界的物体或了解他们周围的物理世界。因此,我们设计并运行了一项比较研究,着眼于虚拟现实和增强现实之间的权衡,以实现我们的沉浸式分析方法:沉浸式思考空间。通过两种混合方法的研究,我们发现虚拟现实为用户提供了一个空间,用户可以更专注于他们的任务,但增强现实允许他们使用各种现实世界的工具,可以提高用户满意度。在未来的沉浸式分析工具中,我们建议将这两种方式结合起来——增强虚拟和传递门户,让用户可以看到各种现实世界的工具,比如白板、桌子和键盘,同时仍然给自己一个专注的空间。
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引用次数: 0
Erratum: Real-time affect detection in virtual reality: a technique based on a three-dimensional model of affect and EEG signals 虚拟现实中的实时情感检测:一种基于情感和脑电图信号的三维模型的技术
Q2 Computer Science Pub Date : 2023-08-04 DOI: 10.3389/frvir.2023.1267071
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引用次数: 0
Touching the future of training: investigating tangible interaction in virtual reality 触及培训的未来:调查虚拟现实中的有形互动
Q2 Computer Science Pub Date : 2023-08-04 DOI: 10.3389/frvir.2023.1187883
Maximilian Rettinger, G. Rigoll
Virtual reality offers exciting new opportunities for training. This inspires more and more training fields to move from the real world to virtual reality, but some modalities are lost in this transition. In the real world, participants can physically interact with the training material; virtual reality offers several interaction possibilities, but do these affect the training’s success, and if yes, how? To find out how interaction methods influence the learning outcome, we evaluate the following four methods based on ordnance disposal training for civilians: 1) Real-World, 2) Controller-VR, 3) Free-Hand-VR, and 4) Tangible-VR in a between-subjects experiment (n = 100). We show that the Free-Hand-VR method lacks haptic realism and has the worst training outcome. Training with haptic feedback, e.g., Controller-VR, Tangible-VR, and Real-World, lead to a better overall learning effect and matches the participant’s self-assessment. Overall, the results indicate that free-hand interaction is improved by the extension of a tracked tangible object, but the controller-based interaction is most suitable for VR training.
虚拟现实为培训提供了令人兴奋的新机会。这激发了越来越多的训练领域从现实世界转向虚拟现实,但在这种转变中,一些模式丢失了。在现实世界中,参与者可以亲自与培训材料互动;虚拟现实提供了几种交互可能性,但这些会影响培训的成功吗?如果会,是如何影响的?为了了解互动方式对学习效果的影响,我们在100名受试者间实验中对平民军械处置训练中的4种互动方式进行了评估:1)真实世界、2)控制器vr、3)徒手vr和4)有形vr。我们发现Free-Hand-VR方法缺乏触觉真实感,训练效果最差。采用触觉反馈训练,如Controller-VR、Tangible-VR、Real-World等,整体学习效果更好,符合参与者的自我评价。总体而言,结果表明,通过扩展跟踪的有形物体可以改善徒手交互,但基于控制器的交互最适合VR训练。
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引用次数: 0
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Frontiers in virtual reality
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