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Virtual proxemics: Locomotion in the presence of obstacles in large immersive projection environments

机译:虚拟近距离:在大型身临其境的投影环境中在有障碍物的情况下进行运动

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In this paper, we investigate obstacle avoidance behavior during real walking in a large immersive projection setup. We analyze the walking behavior of users when avoiding real and virtual static obstacles. In order to generalize our study, we consider both anthropomorphic and inanimate objects, each having his virtual and real counterpart. The results showed that users exhibit different locomotion behaviors in the presence of real and virtual obstacles, and in the presence of anthropomorphic and inanimate objects. Precisely, the results showed a decrease of walking speed as well as an increase of the clearance distance (i. e., the minimal distance between the walker and the obstacle) when facing virtual obstacles compared to real ones. Moreover, our results suggest that users act differently due to their perception of the obstacle: users keep more distance when the obstacle is anthropomorphic compared to an inanimate object and when the orientation of anthropomorphic obstacle is from the profile compared to a front position. We discuss implications on future large shared immersive projection spaces.
机译:在本文中,我们在大型沉浸式投影设置中的实际行走期间调查障碍避免行为。我们在避免真实和虚拟静态障碍时分析用户的行走行为。为了概括我们的研究,我们考虑拟人和无生命的物体,每个人都有他的虚拟和真实的对应物。结果表明,用户在存在真实和虚拟障碍物的情况下表现出不同的运动行为,并且在存在拟人和无生命物体的存在下。精确地,结果表明步行速度的降低以及间隙距离的增加(即,步行者之间的距离和障碍物之间的最小距离)与真实的障碍相比。此外,我们的结果表明,由于他们对障碍物的看法,用户在障碍物与无生命物体相比,用户保持更多距离,并且当与前部位置相比,当拟合障碍物的方向来自轮廓时,用户保持更多距离。我们讨论对未来大型共用沉浸式投影空间的影响。

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