Step synchronization and third person speed perception in virtual environment locomotion simulators

Sonja Lehtinen, C. Cheung, A. Pelah, J. Cameron, Joan Lasenby
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Abstract

Human locomotion is known to be influenced by observation of another person's gait. For example, athletes often synchronize their step in long distance races. However, how interaction with a virtual runner affects the gait of a real runner has not been studied. We investigated this by creating an illusion of running behind a virtual model (VM) using a treadmill and large screen virtual environment showing a video of a VM. We looked at step synchronization between the real and virtual runner and at the role of the step frequency (SF) in the real runner's perception of VM speed. We found that subjects match VM SF when asked to match VM speed with their own (Figure 1). This indicates step synchronization may be a strategy of speed matching or speed perception. Subjects chose higher speeds when VM SF was higher (though VM was 12km/h in all videos). This effect was more pronounced when the speed estimate was rated verbally while standing still. (Figure 2). This may due to correlated physical activity affecting the perception of VM speed [Jacobs et al. 2005]; or step synchronization altering the subjects' perception of self speed [Durgin et al. 2007]. Our findings indicate that third person activity in a collaborative virtual locomotive environment can have a pronounced effect on an observer's gait activity and their perceptual judgments of the activity of others: the SF of others (virtual or real) can potentially influence one's perception of self speed and lead to changes in speed and SF. A better understanding of the underlying mechanisms would support the design of more compelling virtual trainers and may be instructive for competitive athletics in the real world.
虚拟环境运动模拟器中的步进同步与第三人称速度感知
人们知道,观察他人的步态会影响人类的运动。例如,运动员在长距离比赛中经常同步他们的步伐。然而,与虚拟跑步者的互动如何影响真实跑步者的步态尚未得到研究。我们通过使用跑步机和显示虚拟机视频的大屏幕虚拟环境创建一个在虚拟模型(VM)后面运行的错觉来研究这个问题。我们研究了真实跑步者和虚拟跑步者之间的步数同步,以及步数频率(SF)在真实跑步者对虚拟速度的感知中的作用。我们发现,当被要求将虚拟机的速度与自己的速度相匹配时,受试者会匹配虚拟机的速度(图1)。这表明步长同步可能是一种速度匹配或速度感知策略。当虚拟机SF更高时,受试者选择了更高的速度(尽管所有视频中的虚拟机都是12km/h)。在静止不动的情况下口头评估速度时,这种效果更为明显。(图2)。这可能是由于相关的体力活动影响了虚拟机速度的感知[Jacobs et al. 2005];或者步伐同步改变了被试对自我速度的感知[Durgin et al. 2007]。我们的研究结果表明,协作虚拟机车环境中的第三人活动可以对观察者的步态活动和他们对他人活动的感知判断产生显著影响:他人(虚拟或真实)的顺势可以潜在地影响一个人对自身速度的感知,并导致速度和顺势的变化。对潜在机制的更好理解将有助于设计更引人注目的虚拟训练器,并可能对现实世界中的竞技体育具有指导意义。
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