Adaptation to Simulated Hypergravity in a Virtual Reality Throwing Task

IF 1.9 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Matti Pouke, Elmeri Uotila, Evan G. Center, Kalle G. Timperi, Alexis P. Chambers, Timo Ojala, Steven M. LaValle
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Abstract

According to previous research, humans are generally poor at adapting to earth-discrepant gravity, especially in Virtual Reality (VR), which cannot simulate the effects of gravity on the physical body. Most of the previous VR research on gravity adaptation has used perceptual or interception tasks, although adaptation to these tasks seems to be especially challenging compared to tasks with a more pronounced motor component. This paper describes the results of two between-subjects studies (n = 60 and n = 42) that investigated adaptation to increased gravity simulated by an interactive VR experience. The experimental procedure was identical in both studies: In the adaptation phase, one group was trained to throw a ball at a target using Valve Index motion controllers in gravity that was simulated at five times of earth’s gravity (hypergravity group), whereas another group threw at a longer-distance target under normal gravity (normal gravity group) so that both groups had to exert the same amount of force when throwing (approximated manually in Study 1 and mathematically in Study 2). Then, in the measurement phase, both groups repeatedly threw a virtual ball at targets in normal gravity. In this phase, the trajectory of the ball was hidden at the moment of release so that the participants had to rely on their internal model of gravity to hit the targets rather than on visual feedback. Target distances were placed within the same range for both groups in the measurement phase. According to our preregistered hypotheses, we predicted that the hypergravity group would display worse overall throwing accuracy, and would specifically overshoot the target more often than the normal gravity group. Our experimental data supported both hypotheses in both studies. The findings indicate that training an interactive task in higher simulated gravity led participants in both studies to update their internal gravity models, and therefore, some adaptation to higher gravity did indeed occur. However, our exploratory analysis also indicates that the participants in the hypergravity group began to gradually regain their throwing accuracy throughout the course of the measurement phase.

在虚拟现实投掷任务中适应模拟超重力
根据以往的研究,人类适应地球稀薄重力的能力普遍较差,尤其是在无法模拟重力对人体影响的虚拟现实(VR)中。之前大多数有关重力适应的虚拟现实研究都使用了感知或拦截任务,尽管与运动成分更明显的任务相比,适应这些任务似乎特别具有挑战性。本文介绍了两项主体间研究(n = 60 和 n = 42)的结果,这些研究调查了对交互式 VR 体验模拟的重力增加的适应性。两项研究的实验过程完全相同:在适应阶段,一组受训者使用 Valve Index 运动控制器在模拟为地球重力五倍的重力条件下向目标投掷小球(超重力组),而另一组受训者则在正常重力条件下向距离较远的目标投掷小球(正常重力组),因此两组受训者在投掷小球时必须施加相同的力量(在研究 1 中为手动近似值,在研究 2 中为数学近似值)。然后,在测量阶段,两组人都在正常重力下反复向目标投掷虚拟球。在这一阶段,在释放球的瞬间,球的轨迹被隐藏起来,因此被试必须依靠内部重力模型而不是视觉反馈来击中目标。在测量阶段,两组受试者的目标距离保持一致。根据我们预先设定的假设,我们预测超重力组的总体投掷准确性会比正常重力组差,而且会比正常重力组更频繁地偏离目标。我们的实验数据支持了这两项研究中的假设。研究结果表明,在较高的模拟重力下进行交互式任务训练,会使两项研究中的参与者更新其内部重力模型,因此,确实发生了一些对较高重力的适应。不过,我们的探索性分析也表明,在整个测量阶段,超重力组的参与者开始逐渐恢复投掷准确性。
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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来源期刊
ACM Transactions on Applied Perception
ACM Transactions on Applied Perception 工程技术-计算机:软件工程
CiteScore
3.70
自引率
0.00%
发文量
22
审稿时长
12 months
期刊介绍: ACM Transactions on Applied Perception (TAP) aims to strengthen the synergy between computer science and psychology/perception by publishing top quality papers that help to unify research in these fields. The journal publishes inter-disciplinary research of significant and lasting value in any topic area that spans both Computer Science and Perceptual Psychology. All papers must incorporate both perceptual and computer science components.
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