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The effects of substitute multisensory feedback on task performance and the sense of presence in a virtual reality environment

机译:替代性多感官反馈对虚拟现实环境中任务绩效和存在感的影响

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摘要

Objective and subjective measures of performance in virtual reality environments increase as more sensory cues are delivered and as simulation fidelity increases. Some cues (colour or sound) are easier to present than others (object weight, vestibular cues) so that substitute cues can be used to enhance informational content in a simulation at the expense of simulation fidelity. This study evaluates how substituting cues in one modality by alternative cues in another modality affects subjective and objective performance measures in a highly immersive virtual reality environment. Participants performed a wheel change in a virtual reality (VR) environment. Auditory, haptic and visual cues, signalling critical events in the simulation, were manipulated in a factorial design. Subjective ratings were recorded via questionnaires. The time taken to complete the task was used as an objective performance measure. The results show that participants performed best and felt an increased sense of immersion and involvement, collectively referred to as ‘presence’, when substitute multimodal sensory feedback was provided. Significant main effects of audio and tactile cues on task performance and on participants' subjective ratings were found. A significant negative relationship was found between the objective (overall completion times) and subjective (ratings of presence) performance measures. We conclude that increasing informational content, even if it disrupts fidelity, enhances performance and user’s overall experience. On this basis we advocate the use of substitute cues in VR environments as an efficient method to enhance performance and user experience.
机译:虚拟现实环境中性能的客观和主观衡量指标会随着提供的更多感官提示和模拟逼真度的提高而增加。某些提示(颜色或声音)比其他提示(物体重量,前庭提示)更容易呈现,因此可以使用替代提示来增强模拟中的信息内容,但会降低模拟保真度。这项研究评估了在高度沉浸式虚拟现实环境中,将一种形式的线索替换为另一种形式的替代线索如何影响主观和客观的绩效指标。参与者在虚拟现实(VR)环境中进行了轮换。听觉,触觉和视觉提示,在模拟中发出关键事件的信号,已在析因设计中进行了处理。通过问卷记录主观评分。完成任务所花费的时间用作客观绩效指标。结果显示,当提供替代的多模态感官反馈时,参与者表现最佳,并感到沉浸感和参与感增强,统称为“在场”。发现音频和触觉提示对任务绩效和参与者的主观评价有重要的主要影响。在目标(总体完成时间)和主观(在职等级)绩效指标之间发现了显着的负相关关系。我们的结论是,不断增加的信息内容即使破坏了保真度,也可以提高性能和用户的整体体验。在此基础上,我们提倡在VR环境中使用替代提示作为增强性能和用户体验的有效方法。

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