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The Perception of Walking Speed in a Virtual Environment

机译:虚拟环境中行走速度的感知

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Studies of locomotion in virtual environments assume that correct geometric principles define the relationship between walking speed and environmental flow. However, we have observed that geometrically correct optic flow appears to be too slow during simulated locomotion on a treadmill. Experiment 1 documents the effect in a head-mounted display. Experiment 2 shows that the effect is eliminated when the gaze is directed downward or to the side, or when the walking speed is slow. Experiment 3 shows that the effect is unchanged by stride length. Experiment 4 verifies that the effect is not attributable to image jitter. The change in perceived speed from straight ahead to side or down gaze coincides with a shift from expanding optic flow to lamellar flow. Therefore, we hypothesize that lamellar flow is necessary for accurate speed perception, and that a limited field of view eliminates this cue during straight-ahead gaze.
机译:在虚拟环境中进行运动的研究假设正确的几何原理定义了步行速度与环境流量之间的关系。但是,我们已经观察到,在跑步机上进行模拟运动时,几何上正确的光流似乎太慢。实验1在头戴式显示器中记录了效果。实验2表明,当凝视指向下方或朝向侧面时,或者步行速度较慢时,效果会消失。实验3表明,该效果在步幅上没有变化。实验4验证了该影响不归因于图像抖动。从直视向前到侧面或向下凝视的感知速度的变化与从扩大光学流向层流的转变相吻合。因此,我们假设层流对于准确的速度感知是必要的,并且有限的视野消除了直视时的这种提示。

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