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Studying the Inter-Relation Between Locomotion Techniques and Embodiment in Virtual Reality

机译:在虚拟现实中的运动技术与实施例之间的相互关系

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Virtual embodiment and navigation are two topics widely studied in the virtual reality community. Despite the potential inter-relation between embodiment and locomotion, studies on virtual navigation rarely supply users with a virtual representation, while studies on virtual embodiment rarely allow users to virtually navigate. This paper therefore explores this potential inter-relation by focusing on the two following questions: Does the locomotion technique have an impact on the user’s sense of embodiment? Does embodying an avatar have an impact on the user’s preference and performance depending on the locomotion technique?To address these questions, we conducted a user study (N=60) exploring the relationship between the locomotion technique and the user’s sense of embodiment over a virtual avatar seen from a first-person perspective. Three widely used locomotion techniques were evaluated: real walking, walking-in-place and virtual steering. All participants performed four different tasks involving a different awareness of their virtual avatar. Participants also performed the same tasks without being embodied in an avatar. The results show that participants had a comparable sense of embodiment with all techniques when embodied in an avatar, and that the presence or absence of the virtual avatar did not alter their performance while navigating, independently of the technique. Taken together, our results represent a first attempt to qualify the inter-relation between virtual navigation and virtual embodiment, and suggest that the 3D locomotion technique used has little influence on the user’s sense of embodiment in VR.
机译:虚拟实施例和导航是虚拟现实社区中广泛研究的两个主题。尽管实施例和运动之间的潜在相互关系,但是对虚拟导航的研究很少向用户提供虚拟表示,而关于虚拟实施例的研究很少允许用户实际导航。因此,本文通过关注以下两个问题探讨了这种潜在的关系:运动技术是否对用户的实施方式感到影响?体现了化身对用户的偏好和性能有所影响,具体取决于机器人技术?为了解决这些问题,我们进行了一个用户学习(n = 60),探讨了在虚拟虚拟中的运动技术与用户的实施方式之间的关系从第一人称视角看的头像。评估了三种广泛使用的运动技巧:真实的行走,行走和虚拟转向。所有参与者都执行了四种不同的任务,涉及对其虚拟化身的不同意识。参与者还执行了相同的任务,而无需在头像中体现。结果表明,参与者在体现在化身时具有所有技术的实施例具有相当的意义,并且虚拟化身的存在或不存在在导航的同时没有改变它们的性能。我们的结果表示,首先尝试限定虚拟导航和虚拟实施例之间的关系,并建议所使用的3D机器技术对用户在VR中的影响几乎没有影响。

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