[DC]用不对称的下半身体现化身来调节步态起始的动态特性

Valentin Vallageas, R. Aissaoui, David R. Labbé
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引用次数: 0

摘要

虚拟现实(VR)使用户能够感知到身体所有者对虚拟身体的所有权。这种错觉是通过第一人称视角(1PP)和与真实身体的同步运动产生的。先前的研究表明,真实身体和虚拟身体之间的明显差异会导致用户行为的变化。研究还表明,修改身体形象会影响用户的动作。然而,目前的技术状况并没有涉及一个虚拟下肢变形的动力学和运动学影响。因此,本文提出了一种方法,探索具有不对称下半身(一个肢体比另一个更长或更大)的自我化身在步态启动任务中对用户动态特性的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
[DC] Embodying an avatar with an asymmetrical lower body to modulate the dynamic characteristics of gait initiation
Virtual reality (VR) enables the user to perceive body owner ship towards a virtual body. This illusion is induced through first-person perspective (1PP) and synchronous movement with the real body. Previous studies have shown that pronounced differences between the real and the virtual body lead to changes in the user’s behavior. It has also been shown that modifying the body image can affect the user’s movements. Nevertheless, the state of the art does not refer to the kinetic and kinematic impacts of one virtual lower limb deformation. Therefore, this paper presents a methodology exploring the impact of a self-avatar with an asymmetrical lower body (one limb longer or larger than the other) on the dynamic characteristics of the user during a gait initiation task.
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