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Behavior Analysis of Human Locomotion in the Real World and Virtual Reality for the Manufacturing Industry

机译:现实世界中人类运动的行为分析与制造业的虚拟现实

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摘要

With the rise of immersive visualization techniques, many domains within the manufacturing industry are increasingly validating production processes in virtual reality (VR). The validity of the results gathered in such simulations, however, is widely unknown-in particular, with regard to human locomotion behavior. To bridge this gap, this article presents an experiment analyzing the behavioral disparity between human locomotion being performed without any equipment and in immersive VR while wearing a head-mounted display (I IMD). The presented study (n = 30) is split up in three sections and covers linear walking, non-linear walking, and obstacle avoidance. Special care has been given to design the experiment so that findings are generally valid and can be applied to a wide range of domains beyond the manufacturing industry. The findings provide novel insights into the effect of immersive VR on specific gait parameters. In total, a comprehensive sample of 18.09km is analyzed. The results reveal that the HMD had a medium effect (up to 13%) on walking velocity, on non-linear walking toward an oriented target, and on clearance distance. The overall differences are modeled using multiple regression models, thus allowing the general usage within various domains. Summarizing, it can be concluded that VR can be used to analyze and plan human locomotion; however, specific details may have to be adjusted to transfer findings to the real world.
机译:随着沉浸式可视化技术的兴起,制造业中的许多领域都越来越多地验证虚拟现实(VR)中的生产过程。然而,在这样的模拟中收集的结果的有效性是广泛未知的,尤其是在人类运动行为方面。为了弥合这一差距,本文提出了一项实验,该实验分析了在不戴任何设备的情况下进行人类运动与戴着头戴式显示器(IMD)的沉浸式VR之间的行为差​​异。提出的研究(n = 30)分为三个部分,涵盖线性行走,非线性行走和避障。我们已经特别设计了实验,因此研究结果通常是有效的,并且可以应用于制造业以外的广泛领域。这些发现为沉浸式VR对特定步态参数的影响提供了新颖的见解。总共分析了18.09公里的综合样本。结果表明,HMD对步行速度,朝向定向目标的非线性步行以及清除距离具有中等程度的影响(最高13%)。使用多个回归模型对总体差异进行建模,从而允许在各个域中进行通用使用。综上所述,可以得出结论,VR可以用于分析和计划人类运动。但是,可能必须调整特定的细节才能将发现转移到现实世界中。

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