普洛特斯效应还是身体承受力?虚拟高跟鞋对步态行为的影响

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-03-22 DOI:10.1007/s10055-024-00966-5
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引用次数: 0

摘要

摘 要 鞋子是时尚产业的重要组成部分,会刻板地影响我们的自我意识和外部感知,甚至会从生物力学角度改变我们的步态。沉浸式虚拟现实(VR)不仅能让用户探索虚拟环境,还能让他们控制一个化身来代表自己。这些化身可以穿任何类型的鞋子,这可能同样会由于普洛特斯效应(Proteus Effect)而影响自我意识,甚至导致身体负担能力(bodily affordance)改变步态。身体承受力描述的是与用户所化身的化身的预期约束相一致的行为变化。在本文中,我们介绍了三项用户研究的结果,这些研究调查了穿戴虚拟高跟鞋可能引起的步态变化。其中两项用户研究以女性参与者为对象,一项用户研究以男性参与者为对象。参与者穿着虚拟运动鞋或虚拟高跟鞋,同时在现实中一直穿着运动鞋或袜子。为了测量步态,参与者在跑步机上行走,跑步机也被添加到虚拟环境中。我们测得步长、脚跟着地时髋关节和膝关节的弯曲度与部分脚尖着地时的弯曲度存在明显差异。此外,与虚拟高跟鞋相比,参与者表示穿着虚拟运动鞋行走更舒适。这表明参与者非常认可虚拟鞋是他们真正穿的鞋,从而表明存在一种身体承受能力。我们的研究结果引发了人们对 "普洛特斯效应 "的边界和各个方面的讨论,并为虚拟现实中的体现效果提供了新的视角,同时对研究人员和开发人员也具有重要意义。
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Proteus effect or bodily affordance? The influence of virtual high-heels on gait behavior

Abstract

Shoes are an important part of the fashion industry, stereotypically affect our self-awareness as well as external perception, and can even biomechanically modify our gait pattern. Immersive Virtual Reality (VR) enables users not only to explore virtual environments, but also to control an avatar as a proxy for themselves. These avatars can wear any kind of shoe which might similarly affect self-awareness due to the Proteus Effect and even cause a bodily affordance to change the gait pattern. Bodily affordance describes a behavioral change in accordance with the expected constraints of the avatar a user is embodied with. In this article, we present the results of three user studies investigating potential changes in the gait pattern evoked by wearing virtual high-heels. Two user studies targeted female participants and one user study focused male participants. The participants wore either virtual sneakers or virtual high-heels while constantly wearing sneakers or socks in reality. To measure the gait pattern, the participants walked on a treadmill that also was added to the virtual environment. We measured significant differences in stride length and in the flexion of the hips and knees at heel strike and partly at toe off. Also, participants reported to walk more comfortably in the virtual sneakers in contrast to the virtual high-heels. This indicates a strong acceptance of the virtual shoes as their real shoes and hence suggests the existence of a bodily affordance. While sparking a discussion about the boundaries as well as aspects of the Proteus Effect and providing another insight into the effects of embodiment in VR, our results might also be important for researchers and developers.

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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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