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Studying Gaze Behaviour during Collision Avoidance with a Virtual Walker: Influence of the Virtual Reality Setup

机译:使用虚拟助步器研究避撞过程中的凝视行为:虚拟现实设置的影响

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Simulating realistic interactions between virtual characters has been of interest to research communities for years, and is particularly important to automatically populate virtual environments. This problem requires to accurately understand and model how humans interact, which can be difficult to assess. In this context, Virtual Reality (VR) is a powerful tool to study human behaviour, especially as it allows assessing conditions which are both ecological and controlled. While VR was shown to allow realistic collision avoidance adaptations, in the frame of the ecological theory of perception and action, interactions between walkers can not solely be characterized through motion adaptations but also through the perception processes involved in such interactions. The objective of this paper is therefore to evaluate how different VR setups influence gaze behaviour during collision avoidance tasks between walkers. To this end, we designed an experiment involving a collision avoidance task between a participant and another walker (real confederate or virtual character). During this task, we compared both the partici-pant‘s locomotion and gaze behaviour in a real environment and the same situation in different VR setups (including a CAVE, a screen and a Head-Mounted Display). Our results show that even if some quantitative differences exist, gaze behaviour is qualitatively similar between VR and real conditions. Especially, gaze behaviour in VR setups including a HMD is more in line with the real situation than the other setups. Furthermore, the outcome on motion adaptations confirms previous work, where collision avoidance behaviour is qualitatively similar in VR and real conditions. In conclusion, our results show that VR has potential for qualitative analysis of locomotion and gaze behaviour during collision avoidance. This opens perspectives in the design of new experiments to better understand human behaviour, in order to design more realistic virtual humans.
机译:多年来,模拟虚拟角色之间的现实互动一直是研究界关注的问题,对于自动填充虚拟环境尤为重要。这个问题需要准确地理解和建模人类如何交互,这可能很难评估。在这种情况下,虚拟现实(VR)是研究人类行为的强大工具,尤其是因为它允许评估既生态又受控的条件。虽然VR已被证明可以实现现实的避撞适应,但在感知和动作的生态学理论框架内,步行者之间的互动不仅可以通过运动适应来表征,而且可以通过这种互动所涉及的感知过程来表征。因此,本文的目的是评估在步行者之间的避撞任务中,不同的VR设置如何影响注视行为。为此,我们设计了一个实验,该实验涉及参与者与另一个步行者(真实的同伴或虚拟角色)之间的避免碰撞任务。在此任务中,我们比较了参与者在真实环境中的移动和注视行为,以及在不同VR设置(包括CAVE,屏幕和头戴式显示器)中相同情况下的移动和注视行为。我们的结果表明,即使存在一些定量差异,VR和实际条件之间的注视行为在质量上也相似。特别是,包含HMD的VR设置中的凝视行为比其他设置更符合实际情况。此外,运动适应的结果证实了先前的工作,在VR和实际条件下,避免碰撞行为在质量上相似。总而言之,我们的结果表明,VR可以在避免碰撞过程中对运动和注视行为进行定性分析。这为新实验的设计打开了视野,以便更好地了解人类行为,从而设计出更逼真的虚拟人类。

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