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The Wobbly Table: Increased Social Presence via Subtle Incidental Movement of a Real-Virtual Table

机译:WOBLY表:通过真实桌子的微妙附带运动增加社会存在

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While performing everyday interactions, we often incidentally touch and move objects in subtle ways. These objects are not necessarily directly related to the task at hand, and the movement of an object might even be entirely unintentional. If another person is touching the object at the same time, the movement can transfer through the object and be experienced-however subtly-by the other person. For example, when one person hands a drink to another, at some point both individuals will be touching the glass, and consequently exerting small (often unnoticed) forces on the other person. Despite the frequency of such subtle incidental movements of shared objects in everyday interactions, few have examined how these movements affect human-virtual human (VH) interaction. We ran an experiment to assess how presence and social presence are affected when a person experiences subtle, incidental movement through a shared real-virtual object. We constructed a real-virtual room with a table that spanned the boundary between the real and virtual environments. The participant was seated on the real side of the table, which visually extended into the virtual world via a projection screen, and the VH was seated on the virtual side of the table. The two interacted by playing a game of "Twenty Questions," where one player asked the other a series of 20 yes/no questions to deduce what object the other player was thinking about. During the game, the "wobbly" group of subjects experienced subtle incidental movements of the real-virtual table: the entire real-virtual table tilted slightly away/toward the subject when the virtual/real human leaned on it. The control group also played the same game, except the table did not wobble. Results indicate that the wobbly group had higher presence and social presence with the virtual human in general, with statistically significant increases in presence, co-presence, and attentional allocation. We present the experiment and results, and discuss some potential implications for virtual human systems and some potential future studies.
机译:在执行日常互动的同时,我们经常偶然地触摸并以微妙的方式移动物体。这些对象不一定与手头的任务直接相关,并且对象的移动甚至可能完全无意。如果另一个人同时触摸对象,则运动可以通过对象传输并经历 - 然而被另一个人巧妙。例如,当一个人把饮料喝到另一个人时,在某些时候,两个人都会触摸玻璃,因此在另一个人身上施加小(经常被忽视的)力量。尽管日常互动中共享对象的这种微妙偶然运动的频率,但很少审查这些运动如何影响人类虚拟人(VH)互动。我们运行了一个实验,以评估当一个人经历微妙的,偶然的偶然运动时如何受到影响的存在和社会存在。我们构建了一个真实虚拟的房间,一个表跨越了真实和虚拟环境之间的边界。参与者坐在桌子的真实方面,通过投影屏幕视觉扩展到虚拟世界,而VH坐在桌子的虚拟侧。这两者通过玩“20个问题”的比赛互动,其中一个球员问另一个一系列的20是/否问题来推断其他玩家正在考虑的物体。在比赛期间,“摇摆”群体受试者经历了真实虚拟表的微妙偶然运动:当虚拟/真人倾向于它时,整个真正的虚拟桌子略微向外倾斜/朝向主题。控制组也玩了相同的游戏,除了表格没有摆动。结果表明,挥发性组与虚拟人通常具有较高的存在和社会存在,存在统计学上显着的存在,共存和注意力分配。我们提出了实验和结果,并讨论了对虚拟人体系统的一些潜在影响以及一些潜在的未来研究。

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