首页> 外文会议>IEEE Conference on Virtual Reality and 3D User Interfaces >Enactive Approach to Assess Perceived Speed Error during Walking and Running in Virtual Reality
【24h】

Enactive Approach to Assess Perceived Speed Error during Walking and Running in Virtual Reality

机译:在虚拟现实中散步和运行期间评估感知速度误差的活动方法

获取原文

摘要

The recent development of virtual reality (VR) devices such as head mounted displays (HMDs) increases opportunities for applications at the confluence of physical activity and gaming. Recently, the fields of sport and fitness have turned to VR, including for locomotor activities, to enhance motor and energetic resources, as well as motivation and adherence. For example, VR can provide visual feedbacks during treadmill running, thereby reducing monotony and increasing the feeling of movement and engagement with the activity. However, the relevance of using VR tools during locomotion depends on the ability of these systems to provide natural immersive feelings, specifically a coherent perception of speed. The objective of this study is to estimate the error between actual and perceived locomotor speed in VE using an enactive approach, i.e. allowing an active control of the environment. Sixteen healthy individuals participated in the experiment, which consisted in walking and running on a motorized treadmill at speeds ranging from 3 to 11 km/h with 0.5 km/h increments, in a randomized order while wearing a HMD device (HTC Vive) displaying a virtual racetrack. Participants were instructed to match VE speed with what they perceived was their ac-tuallocomotion speed (LS), using a handheld Vive controller. They were able to modify the optic flow speed (OFS) with a 0.02 km/h increment/decrement accuracy. An optic flow multiplier (OFM) was computed based on the error between OFS and LS. It represents the gain that exists between the visually perceived speed and the real locomotion speed experienced by participants for each trial. For all conditions, the average of OFM was $1.00pm.25$ to best match LS. This finding is at odds with previous works reporting an underestimation of speed perception in VR. It could be explained by the use of an enactive approach allowing an active and accurate matching of visually and proprioceptively perceived speeds by participants. But above all, our study showed that the perception of speed in VR is strongly individual, with some participants always overestimating and others constantly underestimating. Therefore, a general OFM should not be used to correct speed in VE to ensure congruence in speed perception, and we propose the use of individual models as recommendations for setting up locomotion-based VR applications.
机译:最近的虚拟现实(VR)设备(如头戴式显示器(HMD)的发展)增加了物理活动和游戏汇合的应用的机会。最近,体育和健身领域已经转向VR,包括运动活动,增强电机和能量资源,以及动机和遵守。例如,VR可以在跑步机运行期间提供视觉反馈,从而减少单调并增加运动的感觉和与活动的接触。然而,在运动期间使用VR工具的相关性取决于这些系统提供自然沉浸感的能力,特别是速度连贯的感知。本研究的目的是使用实施方法来估计实际和感知的运动速度之间的误差,即允许对环境的主动控制。十六个健康的个人参加了实验,该实验包括在步行和运行在电动跑步机上,在3至11km / h的速度下,以0.5公里/小时的增量,在随机订单中佩戴HMD设备(HTC Vive)显示a虚拟赛道。参与者被指示使用手持式Vive控制器与他们感知的速度相匹配,与他们的AC-TuallocoMotion速度(LS)相匹配。它们能够以0.2 km / h增加/减小精度修改光学流速(OF)。基于OFS和LS之间的误差计算光学流量乘法器(OFM)。它代表了视觉上感知速度与参与者对每次试验所经历的真正运动速度之间存在的增益。对于所有条件,OFM的平均值是 $ 1.00 pm.25 $ < / tex> 最佳匹配ls。这一发现与以前的作品有可能报告低估VR速度感知。可以通过使用实施方法来解释,允许参与者对视觉和预言感知的速度进行活跃和准确的匹配。但首先,我们的研究表明,VR速度的看法是强烈的个体,一些参与者总是高估,其他人不断低估。因此,一般的OFM不应用于纠正速度的速度,以确保在速度感知中同时,我们建议使用个别模型作为建议设置基于机器人的VR应用程序的建议。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号