移动对象还是移动自己?行走与操作的三维科学数据的检查

Q1 Computer Science Frontiers in ICT Pub Date : 2018-07-10 DOI:10.3389/fict.2018.00015
W. Lages, D. Bowman
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引用次数: 29

摘要

物理行走一直被认为是在虚拟环境中获取观点的一种自然和直观的方式。然而,研究结果也表明,走路需要认知资源。要理解这种权衡如何影响虚拟环境的交互设计;我们评估了32名年龄在18到44岁之间的参与者在一项要求很高的视觉和空间任务中的表现。参与者戴着虚拟现实(VR)耳机,在行走或使用3D交互技术进行操作时计算复杂3D结构中的特征。研究结果表明,界面的相对性能取决于参与者的空间能力和游戏经验。先前有游戏经验但空间能力较低的参与者在使用操作技术时表现更好。然而,对于那些空间能力强或没有丰富游戏经验的参与者来说,步行能让他们表现得更好。这些发现表明,对于VR中苛刻的视觉任务的最佳设计选择应该同时考虑控制器体验和目标用户的空间能力。
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Move the Object or Move Myself? Walking vs. Manipulation for the Examination of 3D Scientific Data
Physical walking is consistently considered a natural and intuitive way to acquire viewpoints in a virtual environment. However, research findings also show that walking requires cognitive resources. To understand how this tradeoff affects the interaction design for virtual environments; we evaluated the performance of 32 participants, ranging from 18 to 44 years old, in a demanding visual and spatial task. Participants wearing a virtual reality (VR) headset counted features in a complex 3D structure while walking or while using a 3D interaction technique for manipulation. Our results indicate that the relative performance of the interfaces depends on the spatial ability and game experience of the participants. Participants with previous game experience but low spatial ability performed better using the manipulation technique. However, walking enabled higher performance for participants with high spatial ability or without significant game experience. These findings suggest that the optimal design choices for demanding visual tasks in VR should consider both controller experience and the spatial ability of the target users.
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Frontiers in ICT
Frontiers in ICT Computer Science-Computer Networks and Communications
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