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Adaptation in obstacle circumvention strategies performed in virtual reality in response to repeated practice

机译:在重复实践中,在虚拟现实中进行的障碍规避策略的适应

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Background: Virtual reality (VR) is increasingly being incorporated into research and clinical practice. Its usefulness, however, remains largely dependent on the extent to which it elicits human behaviors that are similar to those observed in the real world. Objectives: In this study, we estimated whether obstacle avoidance strategies while walking in response to pedestrians approaching from different directions differed when performed in a virtual (VE) vs. physical environment (PE). We also examined the extent to which avoidance strategies in the VE change with repeated practice. Methods: Participants (n=4) were assessed while walking overground and avoiding moving pedestrians in both a VE and a PE, in a random order. Three female collaborators acted as interferers in the PE experiment. For the VE experiment, we created avatars using full body kinematics recorded from the actors. The task consisted of walking towards a target while avoiding one of the interferers, which could approach from either the left or right side (±30°), or from the center (0°). In a fourth condition, all interferers walked away (no obstacle). Results: Delayed onset times of avoidance strategy and slower walking speeds were observed in the VE vs. PE. With practice in the VE, there was a progressive decrease in onset time of avoidance strategy and an increase in walking speed. Differences between the two environments, however, persisted by the end of the experiment. Maximal trajectory deviation and distance at onset of avoidance strategy remained comparable between the VE and PE throughout the experiment. Conclusion: Obstacle avoidance behavior in response to moving pedestrians differs in the VE vs. PE, although spatial parameters (e.g. distance at the onset and maximum lateral deviation) appear to be similar. Differences decrease but remain present despite of repeated exposure to the VE. Results should be taken into consideration when using the VR technology for assessment or training purposes.
机译:背景:虚拟现实(VR)越来越多地被纳入研究和临床实践。它的实用性,但是,仍然很大程度上依赖于其所引发类似于那些在现实世界中观察到的人类行为的程度。目标:在本研究中,我们估计是否避障策略,而走在响应从虚拟执行时差异不同方向的行人(VE)与物理环境(PE)。我们还检测到回避策略,在VE与反复实践变化的程度。方法:参与者(N = 4),并进行了评估,而在两者的步行地上和避免移动行人VE一个PE,以随机的顺序。三名女合作者曾在此PE实验的干扰。对于VE实验中,我们创建了使用从演员录制全身运动的化身。任务由行走朝向目标,同时避免干扰,这可能从左侧或右侧(±30°)的方式中的一个,或从中心(0°)。在第四条件下,所有干扰走开了(无障碍物)。结果:回避策略的延迟发作的时间和更慢的步行速度,观察到在与VE PE。随着在VE实践中,在回避策略的发病时间逐渐减小,并增加了行走速度。两个环境之间的差异,然而,坚持在实验结束。最大弹道偏差和距离发病回避策略保持可比性整个实验的VE和PE。结论:响应于在移动的行人不同避障行为VE与PE,虽然空间参数(在发病最大横向偏差例如距离和)似乎是相似的。差异减小,但尽管多次曝光的保持目前的VE。结果应该使用虚拟现实技术进行评估或培训时加以考虑。

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