Effects of anthropomorphic fidelity of self-avatars on reach boundary estimation in immersive virtual environments

Elham Ebrahimi, Andrew C. Robb, Leah S. Hartman, C. Pagano, Sabarish V. Babu
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引用次数: 21

Abstract

Research has shown that self-avatars (life-size representations of the user in Virtual Reality (VR)) can affect how people perceive virtual environments. In this paper, we investigated whether the visual fidelity of a self-avatar affects reach boundary perception, as assessed through two variables: 1) action taken (or verbal response) and 2) correct judgment. Participants were randomly assigned to one of four conditions: i) high-fidelity self-avatar, ii) low-fidelity self-avatar, iii) no avatar (end-effector), and iv) real-world as reference task group. Results indicate that all three VR viewing conditions were significantly different from real world in regards to correctly judging the reachability of the target. However, based on verbal responses, only the "no avatar" condition had a non-trivial difference with real world condition. Taken together with reachability data, participants in "no avatar" condition were less likely to correctly reach to the reachable targets. Overall, participant performance improved after completing a calibration phase with feedback, such that correct judgments increased and participants reached to fewer unreachable targets.
沉浸式虚拟环境中自我化身的拟人化保真度对到达边界估计的影响
研究表明,自我形象(虚拟现实(VR)中用户的真人大小的代表)可以影响人们对虚拟环境的感知。在本文中,我们研究了自我化身的视觉保真度是否会影响到达边界感知,通过两个变量来评估:1)采取的行动(或口头反应)和2)正确的判断。参与者被随机分配到四个条件中的一个:i)高保真的自我化身,ii)低保真的自我化身,iii)没有化身(末端执行器),iv)现实世界作为参考任务组。结果表明,在正确判断目标可达性方面,三种虚拟现实观看条件与现实世界有显著差异。然而,基于口头反应,只有“没有化身”条件与现实世界条件有显著差异。综合可达性数据,“无化身”条件下的参与者不太可能正确到达可达目标。总体而言,参与者的表现在完成有反馈的校准阶段后得到了改善,例如正确的判断增加了,参与者达到的不可达目标也减少了。
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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