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Avoiding 3D Obstacles in Mixed Reality: Does It Differ from Negotiating Real Obstacles?

机译:在混合现实中避免3D障碍:与谈判实际障碍有什么不同?

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摘要

Mixed-reality technologies are evolving rapidly, allowing for gradually more realistic interaction with digital content while moving freely in real-world environments. In this study, we examined the suitability of the Microsoft HoloLens mixed-reality headset for creating locomotor interactions in real-world environments enriched with 3D holographic obstacles. In Experiment 1, we compared the obstacle-avoidance maneuvers of 12 participants stepping over either real or holographic obstacles of different heights and depths. Participants’ avoidance maneuvers were recorded with three spatially and temporally integrated Kinect v2 sensors. Similar to real obstacles, holographic obstacles elicited obstacle-avoidance maneuvers that scaled with obstacle dimensions. However, with holographic obstacles, some participants showed dissimilar trail or lead foot obstacle-avoidance maneuvers compared to real obstacles: they either consistently failed to raise their trail foot or crossed the obstacle with extreme lead-foot margins. In Experiment 2, we examined the efficacy of mixed-reality video feedback in altering such dissimilar avoidance maneuvers. Participants quickly adjusted their trail-foot crossing height and gradually lowered extreme lead-foot crossing heights in the course of mixed-reality video feedback trials, and these improvements were largely retained in subsequent trials without feedback. Participant-specific differences in real and holographic obstacle avoidance notwithstanding, the present results suggest that 3D holographic obstacles supplemented with mixed-reality video feedback may be used for studying and perhaps also training 3D obstacle avoidance.
机译:混合现实技术正在迅速发展,允许在实际环境中自由移动的同时逐渐与数字内容进行更现实的交互。在这项研究中,我们研究了Microsoft HoloLens混合现实耳机在具有3D全息障碍的现实环境中创建运动交互的适用性。在实验1中,我们比较了12位参与者越过不同高度和深度的真实或全息障碍物的避障行为。使用三个在空间和时间上集成的Kinect v2传感器记录了参与者的回避动作。与真实障碍物相似,全息障碍物会引发与障碍物尺寸成比例的避障行为。但是,在遇到全息障碍物时,一些参与者表现出与真实障碍物不同的避开步道或避开脚步的动作:他们要么始终未能抬高步伐的脚,要么以极高的引步脚边距越过障碍物。在实验2中,我们研究了混合现实视频反馈在改变这种不同回避操作方面的功效。在混合现实视频反馈试验过程中,参与者迅速调整了他们的后脚交叉口高度,并逐渐降低了极端的前脚交叉口高度,这些改进在随后的无反馈试验中都得到了保留。尽管实际和全息避障的参与者特定差异,但本研究结果表明,补充了混合现实视频反馈的3D全息障碍可以用于研究3D避障并进行训练。

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