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移位方式对用户在虚拟环境中空间感知的影响

Impacts of Locomotion Methods on User's Spatial Perception in Virtual Environment

  • 摘要: 虚拟环境中用户的空间感知会受到很多因素的影响. 针对真实行走、传送和万向跑步机行走等典型的移位方式对空间感知的影响, 让用户执行3种实验任务, 即在无参照物场景中根据系统语音提示完成指定距离或角度的移动或旋转(无参照物定量移动)、在有圆柱参照物的场景中根据系统语音提示完成指定距离或角度的移动或旋转(有参照物定量移动)、在无参照物场景中添加小球作为目标导航物完成移动或旋转(参照物导航移动), 系统记录主客观数据并进行对比分析. 结果显示, 3种移位方式对角度感知的影响没有显著差异, 但对距离感知的影响有显著差异. 真实行走时用户能保持最好的距离感知, 万向跑步机行走较好地保留了距离感知, 传送会明显降低用户的距离感知. 参照物导航移动相比无参照物定量移动、有参照物定量移动更好地保留了用户的空间感知. 上述结论为虚拟现实系统中移位方式的设计与开发提供了借鉴和参考.

     

    Abstract: User's spatial perception in virtual environment can be affected by many factors. Impacts of different locomotion methods on spatial perception are investigated. Differences between the subjective measurement and objective perception data on distance and orientation are recorded and analyzed from three representative locomotion methods, namely real walking, teleportation and omnidirectional treadmill walking. During the experiment, users are asked to perform tasks in three experimental scenarios, which are rationed locomotion without references, rationed locomotion with references, and navigated locomotion by references. In rationed locomotion without/with references, users move or rotate specified distances or angles by system prompts in a scene without/with references. While in navigated locomotion by references, users are navigated by ball references. The results show differences on distance perception, and no significant differences on angle perception between the three methods. Users have the best distance perception using real walking, good distance perception using omnidirectional treadmill walking, and poor distance perception using teleportation. Compared with the other two scenarios, user has the best spatial perception in navigated locomotion by references. The study provides reference for locomotion design and development in virtual reality.

     

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