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The Impact of Avatar Appearance, Perspective and Context on Gait Variability and User Experience in Virtual Reality

机译:化身外观,视角和背景对虚拟现实的步态变异和用户体验的影响

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Gait supervision plays an important role in the diagnosis, analysis and rehabilitation of motor impairments and neurodegenerative disorders. For example, in Parkinson's disease, gait assessment is used for progression observation and medication guidance. Previous work has presented the potential of virtual reality (VR) supported gait applications. While virtual environments and user representation strategies are used for gait applications, the influence of appearance and context cues on gait performance is not extensively researched. In this paper, we analyzed the influence of avatar appearance, environment awareness, and camera perspective on gait parameters relevant for clinical application. Four different avatar appearances, varying in abstraction, two environmental settings, as well as an egocentric and exocentric camera perspective were compared in three walking tasks on a treadmill. Our results show that variability, as an indicator for gait stability, is significantly impacted by VR exposure in comparison to a real world (in vivo) baseline. Further, our results revealed that walking tasks influence gait behavior significantly different in VR compared to in vivo. Overall, these findings suggest that particular care has to be taken when assessing gait characteristics acquired from subjects immersed in VR and that equivalence of results with in vivo may not be blindly assumed.
机译:步态监督在运动障碍和神经变性障碍的诊断,分析和康复中起着重要作用。例如,在帕金森病中,步态评估用于进展观察和药物指导。以前的工作呈现了虚拟现实(VR)支持的步态应用程序的潜力。虽然虚拟环境和用户表示策略用于步态应用,但外观和上下文提示对步态表现的影响没有广泛研究。在本文中,我们分析了化身外观,环境意识和相机视角对临床应用的步态参数的影响。在跑步机上的三个步行任务中将三种不同的化身外观,两个环境设置,两个环境设置,以及Egocentric和外消费数相机的透视相同。我们的结果表明,与GAT稳定性的指标为指标,VR暴露与现实世界(体内)基线相比,变化是显着影响。此外,我们的结果表明,与体内相比,步行任务影响VR中的步态行为显着不同。总体而言,这些研究结果表明,在评估从VR沉浸在VR的受试者获得的步态特征时,必须特别注意,并且可能盲目地假设在体内的结果的等价物。

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