告诉我去哪里:虚拟现实系统的语音控制免提运动

J. Hombeck, Henrik Voigt, Timo Heggemann, R. Datta, K. Lawonn
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引用次数: 0

摘要

由于运动是提高虚拟现实(VR)沉浸感和可用性的重要因素,因此该领域的研究一直是并将继续是VR应用成功的关键方面。近年来,各种各样的技术已经被开发和评估,从抽象控制,车辆和传送技术到更现实的技术,如运动,手势和凝视。然而,当涉及到免提场景时,例如为了增加应用程序的整体可访问性或在无菌条件下的医疗场景中,大多数宣布的技术都无法应用。这就是使用语音作为一种直观的导航方式派上用场的地方。随着系统理解和产生语音的能力越来越强,语音接口成为所有类型设备输入的有价值的替代选择。这将免提交互的质量提升到了一个新的水平。然而,由于自然语言话语的语义歧义以及这些系统对实时性的高要求,难以实现直观的用户辅助语音交互。在本文中,我们使用三种基于语音的、免提的方法来研究基于转向的运动和基于选择的运动,并将它们与作为既定替代方案的学习进行比较。我们的研究结果表明,在VR场景中,基于地标的移动是一种方便、快速和直观的方式。此外,我们表明,在没有地标的情况下,基于数字网格的导航是一种成功的解决方案。基于此,我们得出结论,语音在免提场景中是一种合适的替代方案,未来的工作重点是开发免提特别导航系统,用于不存在地标或难以清晰表达或识别的场景。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Tell Me Where To Go: Voice-Controlled Hands-Free Locomotion for Virtual Reality Systems
As locomotion is an important factor in improving Virtual Reality (VR) immersion and usability, research in this area has been and continues to be a crucial aspect for the success of VR applications. In recent years, a variety of techniques have been developed and evaluated, ranging from abstract control, vehicle, and teleportation techniques to more realistic techniques such as motion, gestures, and gaze. However, when it comes to hands-free scenarios, for example to increase the overall accessibility of an application or in medical scenarios under sterile conditions, most of the announced techniques cannot be applied. This is where the use of speech as an intuitive means of navigation comes in handy. As systems become more capable of understanding and producing speech, voice interfaces become a valuable alternative for input on all types of devices. This takes the quality of hands-free interaction to a new level. However, intuitive user-assisted speech interaction is difficult to realize due to semantic ambiguities in natural language utterances as well as the high real-time requirements of these systems. In this paper, we investigate steering-based locomotion and selection-based locomotion using three speech-based, hands-free methods and compare them with leaning as an established alternative. Our results show that landmark-based locomotion is a convenient, fast, and intuitive way to move between locations in a VR scene. Furthermore, we show that in scenarios where landmarks are not available, number grid-based navigation is a successful solution. Based on this, we conclude that speech is a suitable alternative in hands-free scenar-ios, and exciting ideas are emerging for future work focused on developing hands-free ad hoc navigation systems for scenes where landmarks do not exist or are difficult to articulate or recognize.
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