Understanding Perspectives for Single- and Multi-Limb Movement Guidance in Virtual 3D Environments

H. Elsayed, Kenneth Kartono, Dominik Schön, Martin Schmitz, Max Mühlhäuser, Martin Weigel
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引用次数: 1

Abstract

Movement guidance in virtual reality has many applications ranging from physical therapy, assistive systems to sport learning. These movements range from simple single-limb to complex multi-limb movements. While VR supports many perspectives – e.g., first person and third person – it remains unclear how accurate these perspectives communicate different movements. In a user study (N=18), we investigated the influence of perspective, feedback, and movement properties on the accuracy of movement guidance. Participants had on average an angle error of 6.2° for single arm movements, 7.4° for synchronous two arm movements, and 10.3° for synchronous two arm and leg movements. Furthermore, the results show that the two variants of third-person perspectives outperform a first-person perspective for movement guidance (19.9% and 24.3% reduction in angle errors). Qualitative feedback confirms the quantitative data and shows users have a clear preference for third-person perspectives. Through our findings we provide guidance for designers and developers of future VR movement guidance systems.
虚拟三维环境中单肢和多肢运动指导的理解视角
虚拟现实中的运动指导有很多应用,从物理治疗、辅助系统到运动学习。这些动作从简单的单肢动作到复杂的多肢动作。虽然VR支持多种视角,例如第一人称和第三人称,但目前尚不清楚这些视角传达不同动作的准确性。在一项用户研究(N=18)中,我们调查了视角、反馈和运动特性对运动引导精度的影响。参与者单臂运动的平均角度误差为6.2°,两只手臂同步运动的平均角度误差为7.4°,两只手臂和腿同步运动的平均角度误差为10.3°。此外,实验结果表明,两种不同的第三人称视角在运动引导方面都优于第一人称视角(角度误差分别减少19.9%和24.3%)。定性反馈证实了定量数据,并表明用户对第三人称视角有明显的偏好。通过我们的发现,我们为未来VR运动指导系统的设计师和开发者提供指导。
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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