Inside looking out or outside looking in?: an evaluation of visualisation modalities to support the creation of a substitutional virtual environment

Jose F. Garcia, A. Simeone, Matthew Higgins, W. Powell, V. Powell
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引用次数: 5

Abstract

Current Virtual Reality systems only allow users to draw a rectangular perimeter to mark the room-scale area they intend to use. Domestic environments can include furniture and other obstacles that hinder the ease with which users can naturally walk. By leveraging the benefits of passive haptics, users can match physical objects with virtual counterparts, to create substitutional environments. In this paper we explore two visualisation modalities to aid in the creation of a coarse virtual representation of the physical environment, by marking out the volumes of space where physical obstacles are located, to support the substitution process. Our study investigates whether this process is better supported by an inside-looking-out 3D User Interface (that is, viewing the outside world while immersed in Virtual Reality) or from an outside-looking-in one (while viewing the Virtual Environment through an external device, such as a tablet). Results show that the immersive option resulted in better accuracy and was the one with the highest overall preference ratings.
向内看还是向外看?对可视化模式的评估,以支持创建替代的虚拟环境
目前的虚拟现实系统只允许用户画一个矩形的周长来标记他们打算使用的房间大小的区域。家庭环境可以包括家具和其他阻碍使用者轻松自然行走的障碍物。通过利用被动触觉的优势,用户可以将物理对象与虚拟对象相匹配,以创建替代环境。在本文中,我们探索了两种可视化模式,通过标记物理障碍所在的空间体积来帮助创建物理环境的粗糙虚拟表示,以支持替代过程。我们的研究调查了这一过程是由内向外的3D用户界面(即沉浸在虚拟现实中观看外部世界)还是由外向内的用户界面(通过平板电脑等外部设备观看虚拟环境)更好地支持。结果显示,沉浸式选项的准确率更高,是整体偏好评级最高的选项。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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