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Constraints and principles for the design of human-machine interfaces: a virtual reality approach

机译:人机界面设计的约束和原则:虚拟现实方法

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We conducted two experiments to compare the visual frames of reference used to scale grasping movements directed at objects with those used to estimate the size of the same objects - either immediately or after a 5-s delay. A virtual "workbench" was employed for presenting two different-sized objects in 3D. Subjects were instructed to pick up or estimate the marked one of the two objects. We found that the presence of the other object affected not only the estimate of the size of the target object when subjects made their estimates both immediately and after a 5-s delay, but also the scaling of grip aperture in flight when subjects picked up the target object after a 5-s delay. However, when subjects picked up the target object immediately, their grasp was scaled to the actual size of the target object and was not influenced by the presence of the other object. These findings suggest that the control of delayed motor actions utilizes the same relative metrics in allocentric frames of reference used by conscious perception, whereas the control of normal visually guided motor actions relies on absolute metrics in egocentric frames of reference. Implications of these findings for the design of human-machine interfaces are discussed.
机译:我们进行了两个实验,以比较用于缩放针对对象的抓取运动的视觉参考框架与用于估计相同对象大小的视觉框架(即刻或延迟5秒后)。使用虚拟的“工作台”以3D形式呈现两个不同大小的对象。指示受试者拾起或估计两个物体之一的标记。我们发现,其他对象的存在不仅影响对象在立即或延迟5秒后做出估计的目标对象的大小估计值,而且还会影响对象在拾取目标时在飞行中抓握孔径的缩放比例。延迟5秒后到达目标对象。但是,当对象立即拿起目标物体时,他们的抓地力将缩放为目标物体的实际大小,并且不受其他物体的存在的影响。这些发现表明,延迟运动动作的控制在有意识的感知所使用的同心圆参照系中使用相同的相对度量,而正常的视觉引导运动动作的控制依赖于以自我为中心的参照系中的绝对度量。讨论了这些发现对人机界面设计的影响。

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