首页> 外文会议>Symposium on Applied Perception in Graphics and Visualization(APGV 2004); 20040807-08; Los Angeles,CA(US) >Spatial updating in real and virtual environments - contribution and interaction of visual and vestibular cues
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Spatial updating in real and virtual environments - contribution and interaction of visual and vestibular cues

机译:真实和虚拟环境中的空间更新-视觉和前庭提示的贡献和交互

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INTRODUCTION: When we move through the environment, the self-to-surround relations constantly change. Nevertheless, we perceive the world as stable. A process that is critical to this perceived stability is "spatial updating", which automatically updates our egocentric mental spatial representation of the surround according to our current self-motion. According to the prevailing opinion, vestibular and proprioceptive cues are absolutely required for spatial updating. Here, we challenge this notion by varying visual and vestibular contributions independently in a high-fidelity VR setup. METHODS: In a learning phase, participants learned the positions of twelve targets attached to the walls of a 5x5m room. In the testing phase, participants saw either the real room or a photo-realistic copy presented via a head-mounted display (HMD). Vestibular cues were applied using a motion platform. Participants' task was to point "as accurately and quickly as possible" to four targets announced consecutively via headphones after rotations around the vertical axis into different positions. RESULTS: Automatic spatial updating was observed whenever useful visual information was available: Paticipants had no problem mentally updating their orientation in space, irrespective of turning angle. Performance, quantified as response time, configuration error, and pointing error, was best in the real world condition. However, when the field of view was limited via cardboard blinders to match that of the HMD (40x30°), performance decreased and was comparable to the HMD condition. Presenting turning information only visually (through the HMD) hardly altered those results. In both the real world and HMD conditions, spatial updating was obligatory in the sense that it was significantly more difficult to ignore ego-turns (i.e., "point as if not having turned") than to update them as usual. CONCLUSION: The rapid pointing paradigm proved to be a useful tool for quantifying spatial updating. We conclude that, at least for the limited turning angles used (<60°), the Virtual Reality simulation of ego-rotation was as effective and convincing (i.e., hard to ignore) as its real world counterpart, even when only visual information was presented. This has relevant implications for the design of motion simulators for, e.g., architecture walkthroughs.
机译:简介:当我们在环境中移动时,自我与周围的关系不断变化。然而,我们认为世界是稳定的。对这种感知稳定性至关重要的过程是“空间更新”,它会根据我们当前的自我运动自动更新我们对周围环境的以自我为中心的心理空间表示。根据主流观点,空间更新绝对需要前庭和本体感受的提示。在这里,我们通过在高保真VR设置中独立改变视觉和前庭的作用来挑战这一概念。方法:在学习阶段,参与者学习了附着在5x5m房间墙壁上的十二个目标的位置。在测试阶段,参与者可以通过头戴式显示器(HMD)看到真实房间或逼真的副本。使用运动平台施加前庭提示。参与者的任务是在绕垂直轴旋转到不同位置后,通过耳机连续“尽可能准确,快速地”指向四个目标。结果:只要有有用的视觉信息,就会观察到自动空间更新:无论转向角度如何,参与者在心理上都不会在心理上更新其方位。在现实条件下,性能(以响应时间,配置错误和指向错误表示)是最佳的。但是,当通过硬纸板遮光板来限制视野以匹配HMD(40x30°)时,性能下降并且与HMD条件相当。仅在视觉上(通过HMD)呈现转弯信息几乎不会改变那些结果。在现实世界和HMD条件下,必须进行空间更新,因为要忽略自负(即“好像没转过一点”)比照常更新要困难得多。结论:快速指向范例被证明是量化空间更新的有用工具。我们得出结论,至少对于有限的转角(<60°),自我旋转的虚拟现实模拟与现实世界中的人类旋转同样有效且令人信服(即,难以忽视),即使只有视觉信息提出了。这对于用于例如架构演练的运动模拟器的设计具有相关的含义。

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