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What to Expect from Immersive Virtual Environment Exposure: Influences of Gender, Body Mass Index, and Past Experience

机译:沉浸式虚拟环境暴露的期望:性别,体重指数和过往经历的影响

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For those interested in using head-coupled PC-based immersive virtual environment (VE) technology to train, entertain, or inform, it is essential to understand the effects this technology has on its users. This study investigated potential adverse effects, including the sickness associated with exposure and extreme responses (emesis, flashbacks). Participants were exposed to a VE for 15 to 60 min, with either complete or streamlined navigational control and simple or complex scenes, after which time measures of sickness were obtained. More than 80% of participants experienced nausea, oculomotor disturbances, and/or disorientation, with disorientation potentially lasting >24 hr. Of the participants, 12.9% prematurely ended their exposure because of adverse effects; of these, 9.2% experienced an emetic response, whereas only 1.2% of all participants experienced emesis. The results indicate that designers may be able to reduce these rates by limiting exposure duration and reducing the degrees of freedom of the user's navigational control. Results from gender, body mass, and past experience comparisons indicated it may be possible to identify those who will experience adverse effects attributable to exposure and warn such individuals. Applications for this research include military, entertainment, and any other interactive systems for which designers seek to avoid adverse effects associated with exposure.
机译:对于有兴趣使用基于头耦合的基于PC的沉浸式虚拟环境(VE)技术来训练,娱乐或提供信息的人员,必须了解该技术对其用户的影响。这项研究调查了潜在的不良反应,包括与接触和极端反应(呕吐,反燃)相关的疾病。参与者在完全或简化的导航控制下以及简单或复杂的场景下暴露于VE 15至60分钟,然后获得疾病的度量。超过80%的参与者经历了恶心,动眼神经紊乱和/或定向障碍,定向障碍可能持续> 24小时。在参与者中,有12.9%由于不良反应而提前终止接触;其中,有9.2%的人有催吐反应,而所有参与者中只有1.2%的人有呕吐。结果表明,设计人员可能能够通过限制曝光时间并降低用户导航控件的自由度来降低这些比率。来自性别,体重和过去的经验比较的结果表明,可能有可能识别出由于暴露而遭受不良影响的人,并警告此类人。这项研究的应用包括军事,娱乐以及设计人员力求避免与暴露相关的不利影响的任何其他交互式系统。

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