The effects of immersion and body-based rotation on learning multi-level indoor virtual environments

Hengshan Li, N. Giudice
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引用次数: 16

Abstract

The goal of this study was to investigate how the immersion level of virtual environments (HMD vs. desktop) and rotation method (physical vs. imagined) affects wayfinding performance in multi-story virtual buildings and the development of multi-level cognitive maps. Twelve participants learned multi-level virtual buildings using three VE conditions (physical rotation HMD, physical rotation desktop and imagined rotation desktop). They were then tested on four cross-level tasks, including: pointing, route navigation, vertical navigation, and paper-based drilling. Results showed that performance on between-floor trials was reliably worse than for within-floor trials and that this difference was neither improved by the level of immersion of the display nor the rotation behavior used during navigation. Our data suggest that increasing the fidelity of these interface variables does not yield more accurate development of multi-level cognitive maps. Indeed, multi-level indoor wayfinding performance was as effective with the simplest and least expensive desktop display based purely on joystick navigation as the more complex VE platforms. These findings show that spatial cognition research in multi-level virtual buildings need not be limited to immersive VEs with physical body rotation which require considerable equipment cost and increased technical complexity.
沉浸式和基于身体的旋转对多层次室内虚拟环境学习的影响
本研究的目的是调查虚拟环境(HMD vs.桌面)的沉浸水平和旋转方法(物理vs.想象)如何影响多层虚拟建筑中的寻路性能和多层认知地图的开发。12名参与者使用三种VE条件(物理旋转HMD、物理旋转桌面和想象旋转桌面)学习多层虚拟建筑。然后对他们进行了四项交叉任务的测试,包括:指向、路线导航、垂直导航和纸上钻孔。结果表明,楼层间试验的性能确实比楼层内试验差,而且这种差异既不会因显示器的浸入程度而改善,也不会因导航时使用的旋转行为而改善。我们的数据表明,增加这些界面变量的保真度并不能更准确地开发多层次认知地图。事实上,多层次的室内寻路性能与基于操纵杆导航的最简单、最便宜的桌面显示器一样有效,就像更复杂的VE平台一样。这些研究结果表明,多层次虚拟建筑的空间认知研究不需要局限于具有物理身体旋转的沉浸式虚拟空间,这需要大量的设备成本和增加的技术复杂性。
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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