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Spatial updating in real and virtual environments - contribution and interaction of visual and vestibular cues

机译:实际和虚拟环境中的空间更新 - 视觉和前庭线索的贡献和互动

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INTRODUCTION: When we move through the environment, the self-to-surround relations constantly change. Nevertheless, we perceive the world as stable. A process that is critical to this perceived stability is "spatial updating", which automatically updates our egocentric mental spatial representation of the surround according to our current self-motion. According to the prevailing opinion, vestibular and proprioceptive cues are absolutely required for spatial updating. Here, we challenge this notion by varying visual and vestibular contributions independently in a high-fidelity VR setup. METHODS: In a learning phase, participants learned the positions of twelve targets attached to the walls of a 5x5m room. In the testing phase, participants saw either the real room or a photo-realistic copy presented via a head-mounted display (HMD). Vestibular cues were applied using a motion platform. Participants' task was to point "as accurately and quickly as possible" to four targets announced consecutively via headphones after rotations around the vertical axis into different positions. RESULTS: Automatic spatial updating was observed whenever useful visual information was available: Paticipants had no problem mentally updating their orientation in space, irrespective of turning angle. Performance, quantified as response time, configuration error, and pointing error, was best in the real world condition. However, when the field of view was limited via cardboard blinders to match that of the HMD (40x30°), performance decreased and was comparable to the HMD condition. Presenting turning information only visually (through the HMD) hardly altered those results. In both the real world and HMD conditions, spatial updating was obligatory in the sense that it was significantly more difficult to ignore ego-turns (i.e., "point as if not having turned") than to update them as usual. CONCLUSION: The rapid pointing paradigm proved to be a useful tool for quantifying spatial updating. We conclude that, at least for the limited turning angles used (<60°), the Virtual Reality simulation of ego-rotation was as effective and convincing (i.e., hard to ignore) as its real world counterpart, even when only visual information was presented. This has relevant implications for the design of motion simulators for, e.g., architecture walkthroughs.
机译:介绍:当我们通过环境时,自我间接关系不断变化。尽管如此,我们认为世界稳定。对这种感知稳定性至关重要的过程是“空间更新”,其根据我们目前的自动运动自动更新环绕的Epentric心理空间表示。根据普遍的意见,空间更新是绝对需要的前庭和丙虫精神病线。在这里,我们通过在高保真VR设置中独立不同视觉和前庭贡献挑战这一概念。方法:在学习阶段,参与者学习了附着在5x5米的墙壁上的十二个目标的位置。在测试阶段,参与者看到真正的房间或通过头戴式显示器(HMD)呈现的照片 - 现实副本。使用运动平台应用前庭线索。参与者的任务是将“尽可能快速快速”的“尽可能快速地”指向四个目标通过耳机在垂直轴周围旋转到不同位置后通过耳机宣布。结果:每当可用的视觉信息可用时,观察到自动空间更新:Paticipants无论转动角度如何,都没有问题在于在空间中的方向。性能,量化为响应时间,配置错误和指向错误,在真实世界中最好。然而,当视野通过纸板嘟嘟s有限时符合HMD(40x30°)的窗口,性能降低并且与HMD条件相当。仅在视觉上推出转型信息(通过HMD)几乎没有改变这些结果。在真实世界和HMD条件下,空间更新是强制性的,即忽视自我转弯(即,“点”)明显难以像往常一样更新它们。结论:快速指向范式证明是一种用于量化空间更新的有用工具。我们得出结论,至少用于所使用的有限转动角度(<60°),即使只有视觉信息是现实世界的同行提出了。这对例如架构演练的运动模拟器设计具有相关意义。

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