运动视差和立体视觉对虚拟现实中存在感的贡献

Siavash Eftekharifar, A. Thaler, N. Troje
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引用次数: 8

摘要

存在感被定义为一种主观的感觉,即置身于一个环境中并占据其中的一个位置。存在感是虚拟环境的一个决定性特征。在两个实验中,我们旨在研究运动视差和立体视对存在感的相对贡献,使用虚拟现实中两个版本的经典坑室范式。在实验1中,参与者被要求在一块狭窄的木板上穿过两个平台之间的深渊。被试在三种实验条件下完成任务:(1)运动视差的横向分量被禁用,(2)立体视觉被禁用,(3)立体视觉和运动视差同时存在。作为在场的主观测量,参与者在每个条件后完成了一份在场问卷。此外,记录皮肤电活动(EDA)作为焦虑的衡量标准。实验1中,受限运动视差组的EDA反应显著高于其他两种情况。然而,在三种情况下,没有观察到主观存在得分的差异。为了测试这些结果是否与环境的性质有关,实验2的参与者经历了一个压力稍小的环境,在这个环境中,他们被要求站在一个窗台上,向深渊中指定的目标投掷虚拟球。实验操作与实验1相同。同样,运动视差受损时的EDA反应明显高于立体视觉受损时的EDA反应。存在感问卷的结果显示,与正常观看条件相比,运动视差受损的存在感降低。在这两个实验中,我们的结果出人意料地表明,在虚拟环境中的存在并不一定与早期研究所暗示的情感情境引发的EDA反应有关。
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Contribution of Motion Parallax and Stereopsis to the Sense of Presence in Virtual Reality
Abstract The sense of presence is defined as a subjective feeling of being situated in an environment and occupying a location therein. The sense of presence is a defining feature of virtual environments. In two experiments, we aimed at investigating the relative contribution of motion parallax and stereopsis to the sense of presence, using two versions of the classic pit room paradigm in virtual reality. In Experiment 1, participants were asked to cross a deep abyss between two platforms on a narrow plank. Participants completed the task under three experimental conditions: (1) when the lateral component of motion parallax was disabled, (2) when stereopsis was disabled, and (3) when both stereopsis and motion parallax were available. As a subjective measure of presence, participants completed a presence questionnaire after each condition. Additionally, electrodermal activity (EDA) was recorded as a measure of anxiety. In Experiment 1, EDA responses were significantly higher with restricted motion parallax as compared to the other two conditions. However, no difference was observed in terms of the subjective presence scores across the three conditions. To test whether these results were due to the nature of the environment, participants in Experiment 2 experienced a slightly less stressful environment, where they were asked to stand on a ledge and drop virtual balls to specified targets into the abyss. The same experimental manipulations were used as in Experiment 1. Again, the EDA responses were significantly higher when motion parallax was impaired as compared to when stereopsis was disabled. The results of the presence questionnaire revealed a reduced sense of presence with impaired motion parallax compared to the normal viewing condition. Across the two experiments, our results unexpectedly demonstrate that presence in the virtual environments is not necessarily linked to EDA responses elicited by affective situations as has been implied by earlier studies.
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