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The role of multisensory feedback in the objective and subjective evaluations of fidelity in virtual reality environments.

机译:多感官反馈在虚拟现实环境中对保真度的客观和主观评估中的作用。

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摘要

The use of virtual reality in academic and industrial research has been rapidly expanding in recent years therefore evaluations of the quality and effectiveness of virtual environments are required. The assessment process is usually done through user evaluation that is being measured whilst the user engages with the system. The limitations of this method in terms of its variability and user bias of pre and post-experience have been recognised in the research literature. Therefore, there is a need to design more objective measures of system effectiveness that could complement subjective measures and provide a conceptual framework for the fidelity assessment in VR. There are many technological and perceptual factors that can influence the overall experience in virtual environments. The focus of this thesis was to investigate how multisensory feedback, provided during VR exposure, can modulate a user’s qualitative and quantitative experience in the virtual environment. In a series of experimental studies, the role of visual, audio, haptic and motion cues on objective and subjective evaluations of fidelity in VR was investigated. In all studies, objective measures of performance were collected and compared to the subjective measures of user perception. The results showed that the explicit evaluation of environmental and perceptual factors available within VR environments modulated user experience. In particular, the results shown that a user’s postural responses can be used as a basis for the objective measure of fidelity. Additionally, the role of augmented sensory cues was investigated during a manual assembly task. By recording and analysing the objective and subjective measures it was shown that augmented multisensory feedback modulated the user’s acceptability of the virtual environment in a positive manner and increased overall task performance. Furthermore, the presence of augmented cues mitigated the negative effects of inaccurate motion tracking and simulation sickness. In the follow up study, the beneficial effects of virtual training with augmented sensory cues were observed in the transfer of learning when the same task was performed in a real environment. Similarly, when the effects of 6 degrees of freedom motion cuing on user experience were investigated in a high fidelity flight simulator, the consistent findings between objective and subjective data were recorded. By measuring the pilot’s accuracy to follow the desired path during a slalom manoeuvre while perceived task demand was increased, it was shown that motion cuing is related to effective task performance and modulates the levels of workload, sickness and presence. The overall findings revealed that multisensory feedback plays an important role in the overall perception and fidelity evaluations of VR systems and as such user experience needs to be included when investigating the effectiveness of sensory feedback signals. Throughout this thesis it was consistently shown that subjective measures of user perception in VR are directly comparable to the objective measures of performance and therefore both should be used in order to obtain a robust results when investigating the effectiveness of VR systems. This conceptual framework can provide an effective method to study human perception, which can in turn provide a deeper understanding of the environmental and cognitive factors that can influence the overall user experience, in terms of fidelity requirements, in virtual reality environments.
机译:近年来,虚拟现实在学术和工业研究中的使用已迅速扩展,因此需要对虚拟环境的质量和有效性进行评估。评估过程通常是通过在用户使用系统时进行评估的用户评估来完成的。在研究文献中已经认识到该方法在其可变性和经验前后用户偏见方面的局限性。因此,需要设计更客观的系统有效性度量,以补充主观度量,并为VR中的保真度评估提供概念框架。有许多技术和感知因素会影响虚拟环境的整体体验。本文的重点是研究在VR曝光期间提供的多感官反馈如何调节用户在虚拟环境中的定性和定量体验。在一系列实验研究中,研究了视觉,音频,触觉和运动提示在VR保真度的客观和主观评估中的作用。在所有研究中,都收集了客观的性能指标并将其与用户感知的主观指标进行比较。结果表明,对VR环境中可用的环境和感知因素的显式评估可以调节用户体验。尤其是,结果表明,用户的姿势响应可以用作客观忠实度的基础。此外,在手动组装过程中还研究了增强感觉提示的作用。通过记录和分析客观和主观措施,可以看出,增强的多感官反馈以积极的方式调节了用户对虚拟环境的接受度,并提高了整体任务性能。此外,增强提示的存在减轻了不正确的运动跟踪和模拟疾病的负面影响。在后续研究中,当在真实环境中执行相同任务时,可以在学习转移中观察到具有增强感官提示的虚拟训练的有益效果。类似地,当在高保真飞行模拟器中研究6自由度运动提示对用户体验的影响时,将记录客观和主观数据之间的一致发现。通过测量激流回旋动作中飞行员在期望的任务需求增加时遵循期望路径的准确性,表明动作提示与有效的任务绩效相关,并调节工作量,疾病和存在的程度。总体发现表明,多感官反馈在VR系统的整体感知和保真度评估中起着重要作用,因此在调查感官反馈信号的有效性时,必须包括用户体验。在整个论文中,始终如一地表明,VR中用户感知的主观衡量指标可直接与客观性能指标相提并论,因此在调查VR系统的有效性时,应同时使用这两种方法以获得可靠的结果。这个概念框架可以提供一种有效的方法来研究人类的感知,从而可以对环境和认知因素有更深入的了解,这些因素会影响在保真度要求方面在虚拟现实环境中的整体用户体验。

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    Cooper N;

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