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Adaptation in obstacle circumvention strategies performed in virtual reality in response to repeated practice

机译:适应虚拟现实中对障碍物规避策略的适应,以应对反复的练习

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Background: Virtual reality (VR) is increasingly being incorporated into research and clinical practice. Its usefulness, however, remains largely dependent on the extent to which it elicits human behaviors that are similar to those observed in the real world. Objectives: In this study, we estimated whether obstacle avoidance strategies while walking in response to pedestrians approaching from different directions differed when performed in a virtual (VE) vs. physical environment (PE). We also examined the extent to which avoidance strategies in the VE change with repeated practice. Methods: Participants (n=4) were assessed while walking overground and avoiding moving pedestrians in both a VE and a PE, in a random order. Three female collaborators acted as interferers in the PE experiment. For the VE experiment, we created avatars using full body kinematics recorded from the actors. The task consisted of walking towards a target while avoiding one of the interferers, which could approach from either the left or right side (±30°), or from the center (0°). In a fourth condition, all interferers walked away (no obstacle). Results: Delayed onset times of avoidance strategy and slower walking speeds were observed in the VE vs. PE. With practice in the VE, there was a progressive decrease in onset time of avoidance strategy and an increase in walking speed. Differences between the two environments, however, persisted by the end of the experiment. Maximal trajectory deviation and distance at onset of avoidance strategy remained comparable between the VE and PE throughout the experiment. Conclusion: Obstacle avoidance behavior in response to moving pedestrians differs in the VE vs. PE, although spatial parameters (e.g. distance at the onset and maximum lateral deviation) appear to be similar. Differences decrease but remain present despite of repeated exposure to the VE. Results should be taken into consideration when using the VR technology for assessment or training purposes.
机译:背景技术:虚拟现实(VR)越来越多地被纳入研究和临床实践中。但是,其实用性在很大程度上取决于它引发人类行为的程度,该行为与现实世界中观察到的行为相似。目标:在这项研究中,我们估计了在虚拟(VE)与物理环境(PE)中执行时,响应来自不同方向的行人的步行时避障策略是否有所不同。我们还研究了通过反复练习,VE中的回避策略变化的程度。方法:对参与者(n = 4)进行了评估,他们随机行走在地面上并避免在VE和PE中行人移动。在体育实验中,三名女性合作者充当了干扰者。对于VE实验,我们使用演员记录的全身运动学来创建化身。该任务包括在避开一个干扰源的情况下向目标走去,该干扰源可能会从左侧或右侧(±30°)或从中心(0°)接近。在第四种情况下,所有干扰者都走开了(没有障碍物)。结果:在VE vs. PE中观察到了避免策略的发作时间延迟和步行速度较慢。通过在VE中的练习,回避策略的发作时间逐渐减少,步行速度增加。但是,两种环境之间的差异一直持续到实验结束。在整个实验过程中,VE和PE之间的最大轨迹偏差和回避策略开始时的距离保持可比性。结论:尽管空间参数(例如开始时的距离和最大横向偏斜)看起来很相似,但在VE与PE中,响应行人的避障行为有所不同。尽管重复暴露于VE,差异减少但仍然存在。在将VR技术用于评估或培训目的时,应考虑结果。

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