HMD对真实与虚拟环境的认知差异及其补偿研究

Kazuki Hiramoto, K. Hamamoto
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引用次数: 4

摘要

本研究旨在探讨使用“到达”来认知虚拟现实环境所需要的信息,以及如何补偿现实环境与虚拟现实环境之间的认知差异。因此,本研究首先在VR环境中进行认知习得任务(Cognitive acquisition task)。这个任务是一个主题适应虚拟现实环境。重要的是,受试者的手臂和手以及他们的动作是用CG在VR环境中显示的。其次,利用reach进行了对比实验。认知习得任务是通过简单的与伸手相关的动作任务来完成的,如叠积木、滚球等。在伸手实验中,首先,被试通过在思想中伸展手臂来估计被试是否能够抓住放置在被试面前的圆柱体。之后,受试者抓住圆柱体并将其放置在尽可能远的地方。结果在真实和虚拟环境中进行了研究。在现实中,有研究发现,一个人决定能够够到并抓住物体的最长距离(CDDG)大约是一个人实际能够够到并抓住物体的最长距离(CRDG)的1.1倍。以往的研究表明,VR中CDDG和CRDG的比值不为1.1,其补偿困难。然而,由于本研究实验的结果,本研究中的cddg在真实环境和VR环境中是相同的值。在环境信息减少的情况下,虚拟现实中的CDDG与现实中的不同。因此,建议在当前的VR环境中,通过纳入必要和充分的环境和用户信息(用户身体的CG模型和用户的运动)来弥补认知上的差异,即使在当前的VR环境中也可以实现适当的认知。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Study on the Difference of Reaching Cognition Between the Real and the Virtual Environment Using HMD and its Compensation
The purposes of this research are to investigate the information necessary for cognition of the VR environment using “Reaching” and to examine how to compensate the difference of cognition between the real and the VR environment. Therefore, this research conducts a task in VR to acquire cognition with the VR environment (Cognitive acquisition task) first. This task is one for a subject to be acclimated to VR environment. The important thing is that the subject’s arms and hands and their actions are shown in VR environment using CG. Second, comparative experiment using Reaching is conducted. Cognitive acquisition task is conducted using simple action task related to reaching, such as stacking blocks and rolling spheres. In Reaching experiment, first, a subject estimate whether the subject can grasp a cylinder placed in front of the subject by just stretching arms in thought. After that, the subject grabs the cylinder and places it as far as possible. The results are investigated in the real and the virtual environment. In the real, it has been found that the longest distance to an object for a person to decide to be able to reach for and grab the object (CDDG) is about 1.1 times as long as the longest distance where a person actually can reach for grabbing the object (CRDG). The previous studies have shown that the ratio of CDDG and CRDG in VR is not 1.1 and its compensation is difficult. However, as a result of this research experiment, CDDGs in this research were the same value in the real and the VR environment. And in the case of VR with reduced environmental information, CDDG in VR was different from one in real. As the result, it was suggested that the difference in cognition could be compensated by including the necessary and sufficient environmental and user’s information (CG model of user’s body and user’s movement) and an appropriate cognition could be realized even in the current VR environment.
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