比较现实世界和虚拟现实中的目标运动

Lei Liu, R. V. Liere, Catharina Nieuwenhuizen, J. Martens
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引用次数: 50

摘要

瞄准运动的研究历史悠久,至少可以追溯到1899年,当时伍德沃斯提出了一个双组分模型,其中瞄准运动分为初始弹道阶段和附加控制阶段。在本文中,我们使用Wood-worth模型对现实世界中的目标运动与虚拟环境中的目标运动进行了实验比较。来自真实世界的运动轨迹已经被收集起来,并与来自虚拟环境的运动轨迹进行比较。由此,我们发现在弹道阶段和控制阶段都存在显著的时间差异,但在控制阶段差异要大得多;用户在虚拟世界中的提升相对大于在现实世界中的提升。它们在现实世界中更多地处于弹道阶段,而在虚拟世界中更多地处于校正阶段。这些结果使我们能够更好地理解虚拟环境中的指向任务。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Comparing Aimed Movements in the Real World and in Virtual Reality
The study of aimed movements has a long history, starting at least as far back as 1899 when Wood-worth proposed a two-component model in which aimed movements are broken into an initial ballistic phase and an additional control phase. In this paper, we use Wood-worth's model for experimentally comparing aimed movements in the real world with those in a virtual environment. Trajectories from real world movements have been collected and compared to trajectories of movements taken from a virtual environment. From this, we show that significant temporal differences arise in both the ballistic and control phases, but the difference is much larger in the control phase; users' improvement is relatively greater in the virtual world than in the real world. They progress more in ballistic phase in the real world, but more in correction phase in the virtual world. These results allow us to better understand the pointing tasks in virtual environments.
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