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Applying latency to half of a self-avatar's body to change real walking patterns

机译:应用延迟到一个自身头像的身体的一半来改变真实的行走模式

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Latency (i.e., time delay) in a Virtual Environment is known to disrupt user performance, presence and induce simulator sickness. However, can we utilize the effects caused by experiencing latency to benefit virtual rehabilitation technologies? We investigate this question by conducting an experiment that is aimed at altering gait by introducing latency applied to one side of a self-avatar with a front-facing mirror. This work was motivated by previous findings where participants altered their gait with increasing latency, even when participants failed to notice considerably high latencies as 150ms or 225ms. In this paper, we present the results of a study that applies this novel technique to average healthy persons (i.e., to demonstrate the feasibility of the approach before applying it to persons with disabilities). The results indicate a tendency to create asymmetric gait in persons with symmetric gait when latency is applied to one side of their self-avatar. Thus, the study shows the potential of applying one-sided latency in a self-avatar, which could be used to develop asymmetric gait rehabilitation techniques.
机译:已知虚拟环境中的延迟(即时间延迟)扰乱用户性能,存在和诱导模拟器疾病。但是,我们是否可以利用经历潜伏期造成的效果来利用虚拟康复技术?我们通过进行一个实验来调查这个问题,该实验旨在通过将延迟施加到自身镜子的一侧的延迟来改变步态。这项工作受到以前的调查结果的推动,即使参与者未能注意到150ms或225ms,参与者未能注意到,参与者也会随着延迟的增加而改变了它们的步态。在本文中,我们提出了将这种新技术应用于平均健康人的研究结果(即,在将残疾人申请之前展示该方法的可行性)。结果表明,当延迟应用于自身头像的一侧时,在具有对称步态的人中产生不对称步态的趋势。因此,该研究表明,在自身上施加单侧潜伏期的可能性,其可用于开发非对称步态康复技术。

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