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

机译:对半身的半身人施加潜伏以改变真实的行走方式

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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)会破坏用户性能,状态并引起模拟器疾病。但是,我们可以利用延迟带来的影响来使虚拟康复技术受益吗?我们通过进行旨在通过引入带有前视镜的自化身一侧施加潜伏期来改变步态的实验来调查这个问题。这项工作是受以前的发现启发的,即使参与者没有注意到150ms或225ms的高延迟,参与者也会随着等待时间的增加而改变步态。在本文中,我们介绍了将这项新技术应用于普通健康人的研究结果(即在将其应用于残疾人之前证明了该方法的可行性)。结果表明,当将潜伏期应用到自己的虚拟角色的一侧时,会在步态对称的人中形成步态不对称的趋势。因此,研究显示了在自我头像中应用单侧潜伏期的潜力,该潜伏期可用于开发不对称步态康复技术。

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