Tangible VR Lab: Studying User Interactionin Space and Time Morphing Scenarios

Ana Rebelo, Rui Nóbrega, F. Birra
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Abstract

Virtual Reality (VR) offers an interesting interface for exploring changes in space and time that otherwise could be difficult to simulate in the real world. It becomes possible to distort the virtual world by increasing or diminishing distances, as well as to play with time delays. In this way, it is possible to create different spatiotemporal conditions to study different interaction techniques to analyse which ones are more suitable for each task. Related work has revealed an easy adaptation of human beings to interaction methods dissimilar from everyday conditions. In particular, hyperbolic spaces have shown unique properties for intuitive navigation over an area seemingly larger and less restricted than Euclidean spaces. Research on delay tolerance also suggests humans’ inability to detect slight discrepancies between visual and proprioceptive sensory information during the interaction. This work aims to create a tangible Virtual Environment (VE) to explore users’ adaptability in spatiotemporal distortion scenarios. As a case study, we restricted the scope of the investigation to two morphing scenarios. The Space Morphing Scenario compares the adaptability of users to hyperbolic versus Euclidean spaces. The Time Morphing Scenario intends to ascertain from which visual delay values the task performance is affected. The results showed significant differences between Euclidean space and hyperbolic space. Regarding the visual feedback, although participants find the task more difficult with delay values starting at 500 ms, the results show a decrease in performance as early as the 200 ms delay.
有形虚拟现实实验室:研究用户交互在空间和时间变形的场景
虚拟现实(VR)为探索空间和时间的变化提供了一个有趣的界面,否则在现实世界中很难模拟。我们可以通过增加或减少距离来扭曲虚拟世界,也可以玩时间延迟。这样,就有可能创造不同的时空条件来研究不同的交互技术,以分析哪一种更适合每个任务。相关工作表明,人类很容易适应与日常环境不同的互动方式。特别是,双曲空间显示出独特的特性,可以直观地导航一个看起来比欧几里得空间更大、限制更少的区域。对延迟容忍的研究也表明,在交互过程中,人类无法发现视觉和本体感觉信息之间的细微差异。本作品旨在创造一个有形的虚拟环境(VE)来探索用户在时空扭曲场景下的适应性。作为案例研究,我们将调查范围限制为两个变形场景。空间变形场景比较了用户对双曲空间和欧几里得空间的适应性。时间变形场景旨在确定哪些视觉延迟值会影响任务的执行。结果表明,欧几里得空间与双曲空间存在显著差异。在视觉反馈方面,虽然参与者发现延迟值从500 ms开始时任务难度增加,但结果显示早在200 ms延迟时表现就有所下降。
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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