使用虚拟现实耳机进行机器人遥控:利用主观距离估计研究代入感

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-07-06 DOI:10.1007/s10055-024-01028-6
Artem S. Yashin, Daniil S. Lavrov, Eugeny V. Melnichuk, Valery V. Karpov, Darisy G. Zhao, Ignat A. Dubynin
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引用次数: 0

摘要

移动机器人在现代社会中应用广泛。机器人的自主性在不断提高,但出于道德和安全考虑,搜救任务等关键任务必须有人类干预的可能性。为了实现有效的人机交互,操作员需要对机器人的活动有一种代入感(SoA)。在远程控制过程中,提高操作者代入感的一个可行方法就是使用虚拟现实技术。遥控情境具有一些重要特征,因此需要独立地再现SoA指标。在我们的研究中,参与者使用显示器或 VR 头显作为输出设备来控制移动机器人。在这两种情况下,主动控制与被动观察机器人的运动形成了鲜明对比。在每次试验中,参与者都会估算机器人行进的距离--这可能是SoA的隐性指标。在使用监视器的主动和被动条件下,主观距离估计值之间存在明显差异,但在使用 VR 的主动和被动条件下,主观距离估计值之间没有明显差异。在监视器条件下获得的效果表明,在机器人遥控中,距离估计值可用作SoA的隐性指标。我们认为,在 VR 条件下,主动和被动条件之间没有差异是由于视觉和前庭感觉线索不匹配导致的晕动病,从而削弱了 SoA。
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Robot remote control using virtual reality headset: studying sense of agency with subjective distance estimates

Mobile robots have many applications in the modern world. The autonomy of robots is increasing, but critical cases like search and rescue missions must involve the possibility of human intervention for ethical reasons and safety. To achieve effective human–robot interaction, the operator needs to have a sense of agency (SoA) over the activities of the robot. One possible way to increase one's SoA in remote control could be the use of VR technology. The remote control situation has some important features, so indicators of SoA need to be reproduced there independently. In our study, participants controlled a mobile robot using either a monitor or a VR-headset as an output device. In both cases, active control was contrasted with passive observation of the robot's movement. In each trial, participants estimated the distance traveled by the robot—a putative implicit indicator of SoA. A significant difference between subjective distance estimates was found in the active and passive conditions with the monitor, but not in the active and passive conditions with VR. The effect obtained in the monitor conditions suggests that distance estimates can be used as an implicit indicator of SoA in robot remote control. We believe that the lack of difference between the active and passive conditions in VR was caused by motion sickness due to a mismatch of visual and vestibular sensory cues, leading to a weakened SoA.

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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
Virtual reality: towards a better prediction of full body illusion — a mediation model for healthy young women Publisher Correction: Cybersickness with passenger VR in the aircraft: influence of turbulence and VR content Using in situ research-based design to explore learning module effectiveness and usability in a virtual reality system for workforce training The use of CNNs in VR/AR/MR/XR: a systematic literature review Exploring the user’s gaze during product evaluation through the semantic differential: a comparison between virtual reality and photorealistic images
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