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 Virtual Reality Intelligent Hardware Pub Date : 2021-12-01 DOI:10.1016/j.vrih.2021.06.003
Yijun Li , Miao Wang , Derong Jin , Frank Steinicke , Qinping Zhao
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引用次数: 2

摘要

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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Effects of virtual environment and self-representations on perception and physical performance in redirected jumping

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.

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来源期刊
Virtual Reality  Intelligent Hardware
Virtual Reality Intelligent Hardware Computer Science-Computer Graphics and Computer-Aided Design
CiteScore
6.40
自引率
0.00%
发文量
35
审稿时长
12 weeks
期刊最新文献
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