The influence of avatar (self and character) animations on distance estimation, object interaction and locomotion in immersive virtual environments

Erin A. McManus, Bobby Bodenheimer, S. Streuber, S. Rosa, H. Bülthoff, B. Mohler
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引用次数: 71

Abstract

Humans have been shown to perceive and perform actions differently in immersive virtual environments (VEs) as compared to the real world. Immersive VEs often lack the presence of virtual characters; users are rarely presented with a representation of their own body and have little to no experience with other human avatars/characters. However, virtual characters and avatars are more often being used in immersive VEs. In a two-phase experiment, we investigated the impact of seeing an animated character or a self-avatar in a head-mounted display VE on task performance. In particular, we examined performance on three different behavioral tasks in the VE. In a learning phase, participants either saw a character animation or an animation of a cone. In the task performance phase, we varied whether participants saw a co-located animated self-avatar. Participants performed a distance estimation, an object interaction and a stepping stone locomotion task within the VE. We find no impact of a character animation or a self-avatar on distance estimates. We find that both the animation and the self-avatar influenced task performance which involved interaction with elements in the environment; the object interaction and the stepping stone tasks. Overall the participants performed the tasks faster and more accurately when they either had a self-avatar or saw a character animation. The results suggest that including character animations or self-avatars before or during task execution is beneficial to performance on some common interaction tasks within the VE. Finally, we see that in all cases (even without seeing a character or self-avatar animation) participants learned to perform the tasks more quickly and/or more accurately over time.
沉浸式虚拟环境中化身(自我和角色)动画对距离估计、物体交互和运动的影响
与现实世界相比,人类在沉浸式虚拟环境(ve)中感知和执行动作的方式有所不同。沉浸式ve通常缺乏虚拟角色的存在;用户很少看到自己身体的代表,也很少有其他人类化身/角色的体验。然而,虚拟角色和化身更常用于沉浸式虚拟现实游戏。在两个阶段的实验中,我们调查了在头戴式显示器上看到动画角色或自我化身对任务表现的影响。特别地,我们在VE中检查了三种不同行为任务的表现。在学习阶段,参与者要么看一个人物动画,要么看一个圆锥体动画。在任务执行阶段,我们改变了参与者是否看到了位于同一位置的动画自我化身。参与者在VE内完成距离估计、物体交互和踏脚石移动任务。我们发现角色动画或自我化身对距离估计没有影响。我们发现动画和自我化身都会影响与环境元素交互的任务表现;对象交互和垫脚石任务。总的来说,当参与者看到自己的虚拟形象或看到角色动画时,他们完成任务的速度更快、更准确。结果表明,在任务执行之前或执行过程中加入角色动画或自我化身有利于VE中一些常见交互任务的性能。最后,我们看到,在所有情况下(即使没有看到角色或自我形象动画),随着时间的推移,参与者学会了更快、更准确地执行任务。
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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