Interaction between real and virtual humans during walking: perceptual evluation of a simple device

A. Olivier, Jan Ondřej, J. Pettré, R. Kulpa, A. Crétual
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引用次数: 12

Abstract

Validating that a real user can correctly perceive the motion of a virtual human is first required to enable realistic interactions between real and virtual humans during navigation tasks through virtual reality equipment. In this paper we focus on collision avoidance tasks. Previous works stated that real humans are able to accurately estimate others' motion and to avoid collisions with anticipation. Our main contribution is to propose a perceptual evaluation of a simple virtual reality system. The goal is to assess whether real humans are also able to accurately estimate a virtual human motion before collision avoidance. Results show that, even through a simple system, users are able to correctly evaluate the situation of an interaction on the qualitative point of view. Especially, in comparison with real interactions, users accurately decide whether they should give way to the virtual human or not. However, on the quantitative point of view, it is not easy for users to determine whether they will collide with virtual humans or not. On one hand, deciding to give way or not is a two-choice problem. On the other hand, detecting future collision requires to determine whether some visual variables belong some interval or not. We discuss this problem in terms of bearing angle.
行走过程中真实与虚拟人之间的互动:一个简单设备的感知评估
首先需要验证真实用户能够正确感知虚拟人的运动,通过虚拟现实设备在导航任务中实现真实人和虚拟人之间的真实交互。本文主要研究避碰任务。先前的研究表明,真实的人类能够准确地估计他人的动作,并避免与预期发生碰撞。我们的主要贡献是提出一个简单的虚拟现实系统的感性评价。目的是评估真实的人类是否也能够在避免碰撞之前准确地估计虚拟人类的运动。结果表明,即使通过一个简单的系统,用户也能够从定性的角度正确地评估交互的情况。特别是,与真实的交互相比,用户可以准确地决定他们是否应该让位于虚拟人。然而,从定量的角度来看,用户并不容易确定自己是否会与虚拟人发生碰撞。一方面,决定让步还是不让步是一个两种选择的问题。另一方面,检测未来的碰撞需要确定一些视觉变量是否属于某个区间。我们从轴承角的角度来讨论这个问题。
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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