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Identifying and mitigating the cognitive implications of semi-natural virtual locomotion techniques

机译:识别和减轻半自然虚拟运动技术的认知影响

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摘要

Users of virtual reality systems often need to navigate to distant parts of the virtual environment in order to perform their desired tasks. Unfortunately, physical space restrictions as well as tracker range limitations preclude the use of fully natural techniques for navigation through an infinite virtual environment. This necessitates the use of a locomotion interface, and the closer that interface matches the analogous real world actions, the easier it will be for the user. Unnatural techniques require cognitive effort on the part of the users. Many authors have attempted to address this problem by creating locomotion interfaces and techniques that more closely approximate real world counterparts to the extent possible. In addition to requiring these unnatural movements, current virtual reality systems are incapable of providing the high-fidelity sensory feedback used to guide real-world movements. This may cause users to resort to more cognitively demanding strategies.There is a large body of research in the psychology domain regarding the structure of cognitive resources. In particular, Baddeley\u27s multi-component model of working memory describes a separation between the resources used for verbal and non-verbal storage and processing. It is likely that semi-natural locomotion techniques require some of these resources, which will then be unavailable for concurrent tasks. A pair of studies was conducted, investigating the cognitive resource requirements of several atomic locomotion movements by manipulating the user interface and field of view. The results indicate that semi-natural locomotion interfaces generally require a user\u27s spatial cognitive resources. Based on the conclusions from the working memory studies, an adaptive system was designed that can learn how to adjust parameters of the locomotion technique according to a user\u27s present cognitive task load.
机译:虚拟现实系统的用户通常需要导航到虚拟环境的遥远部分,以执行他们所需的任务。不幸的是,由于物理空间限制以及跟踪器范围限制,无法使用完全自然的技术在无限的虚拟环境中导航。这就需要使用运动界面,并且该界面与现实世界中的类似动作越接近,对用户来说就越容易。不自然的技术需要用户的认知努力。许多作者试图通过创建运动界面和技术来尽可能地接近现实世界中的对应对象,从而解决该问题。除了要求这些不自然的运动之外,当前的虚拟现实系统还不能提供用于指导现实世界运动的高保真感官反馈。这可能会导致用户诉诸更具认知要求的策略。在心理学领域,关于认知资源的结构有大量研究。特别是,Baddeley的工作记忆多组件模型描述了用于语言和非语言存储与处理的资源之间的分离。半自然运动技术可能需要其中一些资源,然后这些资源将无法用于并发任务。进行了两项研究,通过操纵用户界面和视野调查了几种原子运动的认知资源需求。结果表明,半自然运动界面通常需要用户的空间认知资源。基于工作记忆研究的结论,设计了一个自适应系统,该系统可以学习如何根据用户当前的认知任务负荷来调整运动技术的参数。

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    Marsh, William;

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  • 年度 2012
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  • 原文格式 PDF
  • 正文语种 en
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