Goal-Directed Reaching in Real, Augmented, and Virtual Environments

G. Resch, Joseph X Manzone, T. Welsh, Michael Nitsche, Ali Mazalek
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Abstract

Multi-modal technologies, including augmented reality (AR) and virtual reality (VR), have become increasingly common in education and training contexts. Despite growing adoption of these technologies, our understanding of how basic perceptual-cognitive processes are influenced or altered by AR and VR mediation remains limited. The present paper describes a pilot study in which participants performed goal-directed reaching movements toward visual illusions in three different mediation conditions: unmediated reality (UR), AR, and VR. This pilot assessed whether the speed-accuracy relationship of reaching movements in different mediation conditions was modulated by contextual information surrounding a target. Preliminary results showed that there was a trend toward an effect of the contextual information in VR, but not in UR or AR. These findings may indicate that movements in VR are generated by different sensorimotor processes than in UR and AR.
真实、增强和虚拟环境中的目标导向到达
包括增强现实(AR)和虚拟现实(VR)在内的多模态技术在教育和培训环境中变得越来越普遍。尽管越来越多地采用这些技术,但我们对AR和VR中介如何影响或改变基本感知-认知过程的理解仍然有限。本论文描述了一项试点研究,在该研究中,参与者在三种不同的中介条件下:无中介现实(UR)、AR和VR,进行了目标导向的视觉幻觉到达运动。本试验评估了不同中介条件下到达动作的速度-准确度关系是否受到目标周围环境信息的调节。初步结果表明,情境信息在VR中有影响,而在UR和AR中没有影响。这些发现可能表明VR中的运动由不同于UR和AR的感觉运动过程产生。
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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