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Dynamic full-body interactions in virtual reality: Understanding effects of display and locomotion modality on perception and action.

机译:虚拟现实中的动态全身交互:了解展示和移动方式对感知和动作的影响。

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摘要

Many practical applications of Virtual Reality (VR) technology rely on adequate immersive representations of 3D spaces and support of embodied, dynamic interactions with the virtual world. Evaluation of these properties remains an important research problem.;This thesis aims at developing a method of conducting user evaluations of dynamic, full-body interactions in VR systems based on using support for perception and action coupling as a criterion for comparison. The thesis has three main components.;First, the thesis starts by presenting an experimental perceptual evaluation study looking at distance perception in real and virtual environments. The results indicate that the choice of the method to report perceived distances (i.e. the type of action used to express perceptual variable of interest) may have a significant effect on the outcome of the study. We argue for the need to develop an approach to VR evaluation that holistically considers both perception and action.;Second, we propose a theoretical framework to conduct such user evaluations based on the notion of affordances. The thesis presents the second experimental study that explores perception of affordances in a complex, realistic task of bicycling across two lanes of opposing traffic in a VR simulator. This experiments highlights methodological approach to studies of user's perception of dynamic affordances.;Finally, we present an experimental study that builds on theoretical and methodological frameworks developed in the thesis to explore the effects of display type and locomotion modality on user performance in a dynamic VR task that involves synchronization of self-motion with motion of virtual objects. The results inform our understanding of the trade-offs involved in selecting major components of the VR system.
机译:虚拟现实(VR)技术的许多实际应用都依赖于3D空间的充分身临其境的表现形式以及对与虚拟世界的具体动态交互的支持。这些属性的评估仍然是一个重要的研究问题。本论文旨在开发一种基于对感知和动作耦合的支持作为比较标准的,对VR系统中的动态,全身相互作用进行用户评估的方法。论文主要包括三个部分:第一,本文从实验性感知评估研究入手,着眼于真实和虚拟环境中的距离感知。结果表明,选择报告感知距离的方法(即用于表达感兴趣的感知变量的动作类型)可能会对研究结果产生重大影响。我们认为有必要开发一种虚拟现实评估的方法,该方法应全面考虑感知和行动。其次,我们提出一种基于可负担性概念进行此类用户评估的理论框架。本文提出了第二项实验研究,该研究探索了在VR模拟器中跨两个相反流量的车道骑行的复杂而现实的任务中,对能力的感知。该实验突出了研究用户对动态能力的感知的方法学方法。最后,我们提出了一项基于本文开发的理论和方法框架的实验研究,以探讨显示类型和移动方式对动态VR中用户性能的影响。涉及将自我运动与虚拟对象的运动同步的任务。结果使我们了解了选择VR系统主要组件时需要权衡的因素。

著录项

  • 作者单位

    The University of Iowa.;

  • 授予单位 The University of Iowa.;
  • 学科 Computer science.;Cognitive psychology.
  • 学位 Ph.D.
  • 年度 2012
  • 页码 152 p.
  • 总页数 152
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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