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首页> 外文期刊>Journal of vision >The visual control of walking over complex terrain with flat versus raised obstacles
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The visual control of walking over complex terrain with flat versus raised obstacles

机译:平坦障碍物与凸起障碍物在复杂地形上行走的视觉控制

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When humans walk over terrain with irregularly spaced flat obstacles, such as puddles or patches of ice, visual information about the locations of those obstacles is needed at least two step lengths in advance of foot placement to avoid collisions and energetically costly adjustments to the natural gait cycle (Matthis and Fajen, 2013, 2014). However, obstacles found in natural environments are not always flat and the height of an obstacle, as well as its location, constrains how the feet must be moved to successfully avoid a collision. The aim of the present study was to determine how the presence of raised obstacles affects how far ahead walkers need to see to avoid collisions and maintain walking speed and energetic efficiency. Subjects traversed a short path over virtual complex terrain comprising irregularly spaced obstacles. The virtual scene was projected onto the floor using a 3D-capable projector that rendered a stereoscopic image at 60fps per eye. When viewed while wearing LCD shutter glasses, subjects experienced the illusion of terrain with variations in surface elevation. This paradigm was developed and validated by Diaz, et al. (2015) as a means of providing realistic, stereoscopic visual information without an HMD and allowing for natural obstacle avoidance behavior. To evaluate when visual information is necessary for successful locomotion, we created a traveling window of visibility centered on the subject's head and made obstacles visible only when they fell within the window. The key manipulations were the size of the visibility window, which ranged from 1.0 to 5.0 step lengths, and whether the obstacles were 3D or flat. The results reveal how variations in the structure of the environment affect how far in advance walkers begin to use visual information about the upcoming terrain as well as their ability to exploit their inverted-pendulum-like structure.
机译:当人类在地形不规则的平坦障碍物(例如水坑或冰块)上行走时,在脚部放置之前至少需要两步长才能获得有关这些障碍物位置的视觉信息,以避免碰撞和对自然步态进行费力的调整周期(Matthis and Fajen,2013,2014)。但是,在自然环境中发现的障碍物并不总是平坦的,并且障碍物的高度及其位置会限制脚的移动方式,从而成功避免碰撞。本研究的目的是确定升高的障碍物的存在如何影响步行者需要看到的前方距离以避免碰撞并保持步行速度和精力充沛的效率。受试者在虚拟复杂地形上穿越了一条短路,其中包括不规则间隔的障碍物。使用支持3D的投影仪将虚拟场景投影到地板上,该投影仪以每只眼睛60fps的速度渲染立体图像。戴着LCD快门眼镜观看时,对象会感觉到表面高低不一的地形错觉。这种范例是由Diaz等人开发和验证的。 (2015)作为一种在没有HMD的情况下提供逼真的立体视觉信息并允许自然避障行为的手段。为了评估成功移动所需的视觉信息,我们创建了一个以对象的头部为中心的可见性移动窗口,并让障碍物只有在它们落入窗口内时才可见。关键的操作是可见性窗口的大小(步长为1.0到5.0),以及障碍物是3D还是平坦的。结果揭示了环境结构的变化如何影响步行者提前多长时间开始使用有关即将到来的地形的视觉信息,以及他们利用倒立摆结构的能力。

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