首页> 外文会议>IEEE Conference on Virtual Reality and 3D User Interfaces >Perceived Space and Spatial Performance during Path-Integration Tasks in Consumer-Oriented Virtual Reality Environments
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Perceived Space and Spatial Performance during Path-Integration Tasks in Consumer-Oriented Virtual Reality Environments

机译:面向消费者的虚拟现实环境中的路径集成任务期间感知的空间和空间性能

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Studies using virtual reality environments (VE) have shown that subjects can perform path integration tasks with acceptable performance. However, in these studies, subjects could walk naturally across large tracking areas, or researchers provided them with large- immersive displays. Unfortunately, these configurations are far from current consumer-oriented VEs (COVEs), and little is known about how their limitations influence this task. Using a triangle completion paradigm, we assessed the subjects' spatial performance when developing path integration tasks in two consumer-oriented displays (an HTC Vive and a GearVR) and two consumer-oriented interaction devices (a Virtuix Omni motion platform and a Touchpad Control). Our results show that when locomotion is available (motion platform condition), there exist significant effects regarding the display and the path. In contrast, when locomotion is mediated no effect was found. Some future research directions are therefore proposed.
机译:使用虚拟现实环境(VE)进行的研究表明,受试者可以以可接受的性能执行路径整合任务。但是,在这些研究中,受试者可以自然地在较大的跟踪区域中行走,或者研究人员为他们提供了身临其境的大型显示器。不幸的是,这些配置与当前的面向消费者的VE(COVE)相距甚远,并且对其限制如何影响此任务知之甚少。使用三角形完成范例,我们在两个面向消费者的显示器(HTC Vive和GearVR)和两个面向消费者的交互设备(Virtuix Omni运动平台和触摸板控件)中开发路径集成任务时,评估了受试者的空间表现。 。我们的结果表明,当运动可用(运动平台条件)时,对于显示和路径会产生重大影响。相反,当运动被介导时,没有发现作用。因此提出了一些未来的研究方向。

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