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Kinematic Evaluation of Virtual Walking Trajectories

机译:虚拟步行轨迹的运动学评估

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摘要

Virtual walking, a fundamental task in Virtual Reality (VR), is greatly influenced by the locomotion interface being used, by the specificities of input and output devices, and by the way the virtual environment is represented. No matter how virtual walking is controlled, the generation of realistic virtual trajectories is absolutely required for some applications, especially those dedicated to the study of walking behaviors in VR, navigation through virtual places for architecture, rehabilitation and training. Previous studies focused on evaluating the realism of locomotion trajectories have mostly considered the result of the locomotion task (efficiency, accuracy) and its subjective perception (presence, cybersickness). Few focused on the locomotion trajectory itself, but in situation of geometrically constrained task. In this paper, we study the realism of unconstrained trajectories produced during virtual walking by addressing the following question: did the user reach his destination by virtually walking along a trajectory he would have followed in similar real conditions? To this end, we propose a comprehensive evaluation framework consisting on a set of trajectographical criteria and a locomotion model to generate reference trajectories. We consider a simple locomotion task where users walk between two oriented points in space. The travel path is analyzed both geometrically and temporally in comparison to simulated reference trajectories. In addition, we demonstrate the framework over a user study which considered an initial set of common and frequent virtual walking conditions, namely different input devices, output display devices, control laws, and visualization modalities. The study provides insight into the relative contributions of each condition to the overall realism of the resulting virtual trajectories.
机译:虚拟行走是虚拟现实(VR)的一项基本任务,它会受到所使用的移动接口,输入和输出设备的特殊性以及表示虚拟环境的方式的极大影响。无论如何控制虚拟步行,某些应用程序都绝对需要生成现实的虚拟轨迹,尤其是那些专门研究VR中的步行行为,通过虚拟场所导航进行建筑,康复和培训的应用程序。以前的评估运动轨迹现实性的研究大多考虑了运动任务的结果(效率,准确性)及其主观感知(存在,网络疾病)。很少有人关注运动轨迹本身,而是在几何约束任务的情况下。在本文中,我们通过解决以下问题来研究虚拟行走过程中产生的不受约束的轨迹的真实性:用户是否通过在类似的真实条件下沿着他会遵循的轨迹虚拟行走而到达目的地?为此,我们提出了一个综合的评估框架,该框架由一组轨迹标准和一个运动模型组成,以生成参考轨迹。我们考虑一个简单的运动任务,即用户在空间中的两个定向点之间行走。与模拟参考轨迹相比,在几何和时间上分析了行进路径。此外,我们在用户研究中展示了该框架,该框架考虑了一组初始的常见和频繁虚拟行走条件,即不同的输入设备,输出显示设备,控制律和可视化模式。该研究提供了对每种条件对最终虚拟轨迹整体真实性的相对贡献的洞察力。

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