在虚拟人群中:探索沉浸式虚拟人群互动中的人类运动行为

Michael G. Nelson, Alexandros Koilias, Sahana Gubbi, Christos Mousas
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引用次数: 11

摘要

本文提出了一项探索性研究,旨在调查参与者沉浸在虚拟人群中时的运动行为。具体来说,他们创建了一个人行横道的场景,在这个场景中,一旦交通灯变绿,虚拟人群就会穿过马路。参与者还被要求穿过马路到对面的人行道上。在此期间,通过使用客观测量(时间、速度和偏差)来评估参与者的运动行为。采用无密度、低密度、中等密度、高密度和极度密度五种不同的密度条件,探讨了哪种密度条件对参与者的运动行为影响最大。结果表明,虚拟人群的极端密度条件确实在很大程度上改变了参与者的运动行为。鉴于密度对参与者的运动行为影响最大,我们也进行了后续研究,利用密度的发现,探讨密度是否会影响参与者的速度和方向。这是通过测试五种速度条件和六种方向条件来实现的。后续研究提供了一些证据,证明在极端密度条件下,人群的速度也会影响参与者的运动行为。然而,当检查虚拟人群的方向时,没有观察到人类运动行为的变化。讨论了对未来研究的启示。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Within a Virtual Crowd: Exploring Human Movement Behavior during Immersive Virtual Crowd Interaction
This paper presents an exploratory study aiming at investigating the movement behavior of participants when immersed within a virtual crowd. Specifically, a crosswalk scenario was created in which a virtual crowd was scripted to cross the road once the traffic light turned green. Participants were also instructed to walk across the road to the opposite sidewalk. During that time, the assessment of participant movement behavior was captured by the use of objective measurements (time, speed, and deviation). Five density conditions (no density, low density, medium density, high density, and extreme density) were developed to investigate which had the greatest effect on the movement behavior of the participants. The results obtained indicated that the extreme density condition of the virtual crowd did indeed alter the movement behavior of participants to a significant degree. Given that density had the greatest effect on the movement behavior of participants, a follow-up study was also conducted that utilized the density findings and explored whether density can affect the speed and direction of participants. This was achieved through examining five speed conditions and six directional conditions. The follow-up study provided some evidence that during an extreme density condition the speed of the crowd also affects the movement behavior of participants. However, no alteration in human movement behavior was observed when examining the direction of the virtual crowd. Implications for future research are discussed.
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