Threefolded motion perception during immersive walkthroughs

G. Bruder, Frank Steinicke
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引用次数: 29

Abstract

Locomotion is one of the most fundamental processes in the real world, and its consideration in immersive virtual environments (IVEs) is of major importance for many application domains requiring immersive walkthroughs. From a simple physics perspective, such self-motion can be defined by the three components speed, distance, and time. Determining motions in the frame of reference of a human observer imposes a significant challenge to the perceptual processes in the human brain, and the resulting speed, distance, and time percepts are not always veridical. In previous work in the area of IVEs, these components were evaluated in separate experiments, i. e., using largely different hardware, software and protocols. In this paper we analyze the perception of the three components of locomotion during immersive walkthroughs using the same setup and similar protocols. We conducted experiments in an Oculus Rift head-mounted display (HMD) environment which showed that subjects largely underestimated virtual distances, slightly underestimated virtual speed, and we observed that subjects slightly overestimated elapsed time.
在沉浸式攻略过程中的三重运动感知
运动是现实世界中最基本的过程之一,在沉浸式虚拟环境(IVEs)中考虑运动对于许多需要沉浸式演练的应用领域至关重要。从简单的物理学角度来看,这种自运动可以由速度、距离和时间这三个组成部分来定义。在人类观察者的参照系中确定运动对人类大脑中的感知过程提出了重大挑战,并且由此产生的速度,距离和时间感知并不总是真实的。在以前的IVEs领域的工作中,这些组件在单独的实验中进行评估,即使用很大程度上不同的硬件,软件和协议。在本文中,我们使用相同的设置和类似的协议来分析沉浸式演练中运动的三个组成部分的感知。我们在Oculus Rift头戴式显示器(HMD)环境中进行了实验,结果显示受试者在很大程度上低估了虚拟距离,略微低估了虚拟速度,并且我们观察到受试者略微高估了经过的时间。
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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