增强虚拟现实中的重量感知:运动学特征分析

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-03-08 DOI:10.1007/s10055-024-00948-7
Mahdiyeh Sadat Moosavi, Pierre Raimbaud, Christophe Guillet, Frédéric Mérienne
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引用次数: 0

摘要

本研究通过一种被称为 "伪触觉 "的虚幻方法,研究了在没有来自真实世界的运动反馈的情况下,虚拟现实中的重量感知。这种虚幻模型侧重于将视觉输入和体感反馈分离开来,并试图通过操纵视觉输入来诱导虚拟现实用户对虚拟物体负载的感觉。为此,可以通过修改控制与显示的比例,即手臂的真实运动与虚拟运动之间的比例,来对虚拟物体的位置产生视觉错觉效果。因此,VR 用户会将其感知为物体位移的速度变化,从而帮助他们获得更好的虚拟重量感。本文的一个主要贡献是开发了一种新颖的整体评估方法,用于测量虚拟现实情境中的临场感,尤其是当参与者举起虚拟物体并体验其重量时的临场感。我们的研究考察了虚拟物体重量对参与者手臂向上运动的运动参数和速度曲线的影响,同时还进行了使用真实重量的平行实验。通过比较真实物体和虚拟物体的举重情况,我们可以深入了解参与者手臂运动的运动学特征变化。此外,还利用博格 CR10 问卷进行了主观测量,以评估参与者对手部疲劳的感知。对收集到的数据(包括主观和客观测量数据)进行分析后得出结论,无论是在虚拟物体任务(由伪触觉反馈产生)还是在真实举重任务中,参与者都体验到了类似的疲劳感和手部运动学变化。研究结果的一致性强调了伪触觉反馈在虚拟环境中模拟真实重量感觉的功效。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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Enhancing weight perception in virtual reality: an analysis of kinematic features

This study investigates weight perception in virtual reality without kinesthetic feedback from the real world, by means of an illusory method called pseudo-haptic. This illusory model focuses on the dissociation of visual input and somatosensory feedback and tries to induce the sensation of virtual objects' loads in VR users by manipulating visual input. For that, modifications on the control-display ratio, i.e., between the real and virtual motions of the arm, can be used to produce a visual illusionary effect on the virtual objects' positions as well. Therefore, VR users perceive it as velocity variations in the objects' displacements, helping them achieve a better sensation of virtual weight. A primary contribution of this paper is the development of a novel, holistic assessment methodology that measures the sense of the presence in virtual reality contexts, particularly when participants are lifting virtual objects and experiencing their weight. Our study examined the effect of virtual object weight on the kinematic parameters and velocity profiles of participants' upward arm motions, along with a parallel experiment conducted using real weights. By comparing the lifting of real objects with that of virtual objects, it was possible to gain insight into the variations in kinematic features observed in participants' arm motions. Additionally, subjective measurements, utilizing the Borg CR10 questionnaire, were conducted to assess participants' perceptions of hand fatigue. The analysis of collected data, encompassing both subjective and objective measurements, concluded that participants experienced similar sensations of fatigue and changes in hand kinematics during both virtual object tasks, resulting from pseudo-haptic feedback, and real weight lifting tasks. This consistency in findings underscores the efficacy of pseudo-haptic feedback in simulating realistic weight sensations in virtual environments.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
期刊最新文献
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