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Eyes-free Target Acquisition During Walking in Immersive Mixed Reality

机译:在沉浸式混合现实中行走期间无需目标习得

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Reaching towards out-of-sight objects during walking is a common task in daily life, however the same task can be challenging when wearing immersive Head-Mounted Displays (HMD). In this paper, we investigate the effects of spatial reference frame, walking path curvature, and target placement relative to the body on user performance of manually acquiring out-of-sight targets located around their bodies, as they walk in a spatial-mapping Mixed Reality (MR) environment wearing an immersive HMD. We found that walking and increased path curvature negatively affected the overall spatial accuracy of the performance, and that the performance benefited more from using the torso as the reference frame than the head. We also found that targets placed at maximum reaching distance yielded less error in angular rotation and depth of the reaching arm. We discuss our findings with regard to human walking kinesthetics and the sensory integration in the peripersonal space during locomotion in immersive MR. We provide design guidelines for future immersive MR experience featuring spatial mapping and full-body motion tracking to provide better embodied experience.
机译:在行走期间到达视线外物体是日常生活中的共同任务,但是当佩戴沉浸式头部显示器(HMD)时,相同的任务可能具有挑战性。在本文中,我们研究了空间参考帧,行走路径曲率和目标放置的影响,相对于身体对身体的用户性能,手动获取位于其身体周围的视力外侧,因为它们走在空间映射中现实(MR)环境佩戴沉浸式HMD。我们发现步行和增加的路径曲率对性能的总空间精度负面影响,并且性能使得更多利用躯干作为参考框架而不是头部。我们还发现,在最大达到距离处放置的目标在角度旋转和到达臂的深度中产生了更少的误差。我们讨论了人类走路运动学的调查结果以及在沉浸式先生的运动过程中的围流空间中的感官融合。我们为未来的沉浸式MR经验提供了设计指南,具有空间映射和全身运动跟踪,以提供更好的体验。

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