面向消费者的虚拟现实环境中路径整合任务中的感知空间和空间表现

José L. Dorado, Pablo Fiqueroa, J. Chardonnet, F. Mérienne, J. T. Hernández
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引用次数: 2

摘要

使用虚拟现实环境(VE)的研究表明,受试者能够以可接受的性能执行路径整合任务。然而,在这些研究中,受试者可以自然地走过大片跟踪区域,或者研究人员为他们提供了大型沉浸式显示器。不幸的是,这些配置与当前面向消费者的ve (cove)相去甚远,而且很少有人知道它们的局限性如何影响这项任务。使用三角形完成范式,我们评估了受试者在两个面向消费者的显示器(HTC Vive和GearVR)和两个面向消费者的交互设备(Virtuix Omni运动平台和触摸板控制)中开发路径整合任务时的空间表现。研究结果表明,在有运动条件(运动平台条件)时,显示和路径都有显著的影响。相反,当运动介导时,没有发现任何影响。并提出了今后的研究方向。
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Perceived Space and Spatial Performance during Path-Integration Tasks in Consumer-Oriented Virtual Reality Environments
Studies using virtual reality environments (VE) have shown that subjects can perform path integration tasks with acceptable performance. However, in these studies, subjects could walk naturally across large tracking areas, or researchers provided them with large- immersive displays. Unfortunately, these configurations are far from current consumer-oriented VEs (COVEs), and little is known about how their limitations influence this task. Using a triangle completion paradigm, we assessed the subjects' spatial performance when developing path integration tasks in two consumer-oriented displays (an HTC Vive and a GearVR) and two consumer-oriented interaction devices (a Virtuix Omni motion platform and a Touchpad Control). Our results show that when locomotion is available (motion platform condition), there exist significant effects regarding the display and the path. In contrast, when locomotion is mediated no effect was found. Some future research directions are therefore proposed.
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