将延迟应用于自我化身身体的一半,以改变真实的行走模式

G. Samaraweera, A. Perdomo, J. Quarles
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引用次数: 14

摘要

众所周知,虚拟环境中的延迟(即时间延迟)会破坏用户的性能、存在感和诱发模拟器病。然而,我们能否利用体验延迟所带来的影响来受益于虚拟康复技术?我们通过进行一项实验来研究这个问题,该实验旨在通过在带有正面镜子的自我化身的一侧引入延迟来改变步态。这项研究的动机是先前的研究结果,即参与者随着延迟的增加而改变他们的步态,即使参与者没有注意到150毫秒或225毫秒的相当高的延迟。在本文中,我们介绍了一项研究的结果,该研究将这种新技术应用于普通健康人(即,在将该方法应用于残疾人之前,先证明该方法的可行性)。结果表明,当延迟作用于自我化身的一侧时,步态对称的人倾向于产生不对称的步态。因此,该研究显示了在自我化身中应用单侧潜伏期的潜力,这可以用于开发不对称步态康复技术。
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Applying latency to half of a self-avatar's body to change real walking patterns
Latency (i.e., time delay) in a Virtual Environment is known to disrupt user performance, presence and induce simulator sickness. However, can we utilize the effects caused by experiencing latency to benefit virtual rehabilitation technologies? We investigate this question by conducting an experiment that is aimed at altering gait by introducing latency applied to one side of a self-avatar with a front-facing mirror. This work was motivated by previous findings where participants altered their gait with increasing latency, even when participants failed to notice considerably high latencies as 150ms or 225ms. In this paper, we present the results of a study that applies this novel technique to average healthy persons (i.e., to demonstrate the feasibility of the approach before applying it to persons with disabilities). The results indicate a tendency to create asymmetric gait in persons with symmetric gait when latency is applied to one side of their self-avatar. Thus, the study shows the potential of applying one-sided latency in a self-avatar, which could be used to develop asymmetric gait rehabilitation techniques.
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