在虚拟现实中使用听觉和视觉模式的内源性和外源性线索的注意定向

Rébaï Soret, Pom Charras, C. Hurter, Vsevolod Peysakhovich
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引用次数: 11

摘要

虚拟现实技术在培训、教育、康复等领域有着广泛的应用。为了有效地呈现沉浸式3D刺激,我们需要了解在VR中空间注意力是如何定向的。不同线索的效率可以用波斯纳范式进行比较。在本研究中,我们设计了一个生态环境,在这个环境中,参与者被呈现了一个改进版本的波斯纳线索范式。20名受试者配备了眼动追踪系统和VR头戴式显示器,执行三明治准备任务。他们被要求以听觉和视觉方式组合内源性和外源性线索的成分。结果表明,所有有效的提示都使参与者反应更快。方向箭头(视觉内源性)和3D声音(听觉外源性)将注意力定向到整个线索半球,而声音指令(听觉内源性)和物体高亮(视觉外源性)允许更多的局部定向,在特定的空间区域。在注视转移开始和注视目标的时间上没有发现差异,表明隐蔽定向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Attentional orienting in virtual reality using endogenous and exogenous cues in auditory and visual modalities
The virtual reality (VR) has nowadays numerous applications in training, education, and rehabilitation. To efficiently present the immersive 3D stimuli, we need to understand how spatial attention is oriented in VR. The efficiency of different cues can be compared using the Posner paradigm. In this study, we designed an ecological environment where participants were presented with a modified version of the Posner cueing paradigm. Twenty subjects equipped with an eye-tracking system and VR HMD performed a sandwich preparation task. They were asked to assemble the ingredients which could be either endogenously and exogenously cued in both auditory and visual modalities. The results showed that all valid cues made participants react faster. While directional arrow (visual endogenous) and 3D sound (auditory exogenous) oriented attention globally to the entire cued hemifield, the vocal instruction (auditory endogenous) and object highlighting (visual exogenous) allowed more local orientation, in a specific region of space. No differences in gaze shift initiation nor time to fixate the target were found suggesting the covert orienting.
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