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Frames of Reference in Virtual Object Rotation

机译:虚拟对象旋转中的参照系

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It is difficult with most current computer interfaces to rotate a virtual object so that it matches the orientation of another virtual object. Times to perform this simple task can exceed 20 seconds whereas the same kind of rotation can be accomplished with real objects and with some VR interfaces in less than two seconds. In many advanced 3D user interfaces, the hand manipulating a virtual object is not in the same place as the object being manipulated. The available evidence suggests that this is not usually a significant problem for manipulations requiring translations of virtual objects, but it is when rotations are required. We hypothesize that the problems may be caused by frame of reference effects - mismatches between the visual frame of reference and the haptic frame of reference. Here we report two experiments designed to study interactions between visual and haptic reference frames space. In our first study we investigated the effect of rotating the frame of the controller with respect to the frame of the object being rotated. We measured a broad U-shaped relationship. Subjects could tolerate quite large mismatches, but when the orientation mismatch approached 90 degrees performance deteriorated rapidly by up to a factor of 5. In our second experiment we manipulated both rotational and translational correspondence between visual and haptic frames of reference. We predicted that the haptic reference frame might rotate in egocentric coordinates when the input device was in a different location than the virtual object. The experimental results showed a change in the direction predicted; they are consistent with a rotation of the haptic frame of reference, although only by about half the magnitude predicted. Implications for the design of control devices are discussed.
机译:当前大多数计算机接口都很难旋转虚拟对象,以使其与另一个虚拟对象的方向匹配。执行此简单任务的时间可能超过20秒,而用真实对象和某些VR接口可以在不到2秒的时间内完成相同类型的旋转。在许多高级3D用​​户界面中,操纵虚拟对象的手与被操纵的对象不在同一位置。现有证据表明,对于需要平移虚拟对象的操纵来说,这通常不是一个重大问题,而是需要旋转时。我们假设问题可能是由参考效果框架引起的-视觉参考框架与触觉参考框架之间的不匹配。在这里,我们报告两个旨在研究视觉和触觉参考系空间之间相互作用的实验。在我们的第一个研究中,我们研究了相对于要旋转的对象的框架旋转控制器框架的效果。我们测量了广泛的U形关系。受试者可以忍受相当大的不匹配,但是当方向不匹配接近90度时,性能会迅速下降多达5倍。在我们的第二个实验中,我们操纵了视觉和触觉参照系之间的旋转和平移对应。我们预测,当输入设备位于与虚拟对象不同的位置时,触觉参考框架可能会以自我中心坐标旋转。实验结果表明预测方向发生了变化。它们与触觉参考系的旋转一致,尽管仅达到预测幅度的一半。讨论了控制设备设计的含义。

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