沉浸式虚拟现实中使用环境激活运动预测存在感

Andrew T. Dilanchian, Michael Prevratil
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摘要

沉浸式虚拟现实(IVR)有望成为一种有效的方法,用于多种学科的各种干预。事实上,IVR允许研究人员将参与者置于现实的三维环境中,并具有在物理环境中可能不可行的控制水平。此外,与基于计算机的干预相比,IVR引发了更高的存在感。有证据表明,存在感(定义为“在那里的感觉”)是这些干预措施成功的关键因素。存在与硬件和软件因素之间的关系已被广泛研究。行为因素受到的关注相对较少。虽然这些系统因素对调查很重要,但无论采用何种硬件和软件解决方案,用户之间的行为差异可能会妨碍他们参与有意义的IVR干预。因此,本研究调查了个体与虚拟体验的互动如何影响他们的存在感。更具体地说,我们想要探索环境激活运动(EAM)和在IVR中的存在之间的关系。EVM可以被描述为由用户或环境发起的体验中的任何运动。这是由用户激活的运动(例如,用户环顾四周)或环境激活的运动(例如,虚拟狗在视野内移动)激活的。80名年轻人(22名男性,1名非二进制)使用HTC Vive IVR系统在Vesper Peak完成了10分钟的IVR体验。体验包括与虚拟机器狗玩耍(例如,抚摸和玩捡东西游戏)以及传送到山的不同区域。使用OBS对会话进行了屏幕捕获。通过OpenCV实现的密集光流(DOF)对视频进行分析,收集EVM数据。通过iggroup Presence Questionnaire (IPQ, Cronbach 's = 0.87)收集患者的存在情况。由于损坏,有5个数据被删除,最终样本量为75个。以EVM为预测因子,存在率为预测因子,进行回归分析。整体模型无显著性(R2 = 0.04, RSE = 5.87, F(1,73) = 12.61, p = 0.054)。这些结果表明,在IVR体验中,环境激活的运动可能不会在存在中发挥重要作用。未来基于ivr的干预措施可能不必控制环境激活运动,而可以更多地关注用户交互和环境设计。需要进一步研究环境激活运动和用户激活运动分别如何以不同的方式影响存在。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Predicting Presence using Environment-Activated Motion in Immersive Virtual Reality
Immersive virtual reality (IVR) has shown promise in being an effective method for a variety of interventions across a multitude of disciplines. Indeed, IVR allows researchers to place participants in realistic three-dimensional environments with a level of control that may not have been feasible in physical environments. Additionally, IVR elicits a higher sense of presence than computer-based interventions. Evidence suggests that presence, defined as the “sense of being there”, is a key factor in the success of these interventions. The relationship between presence and hardware and software factors have been extensively investigated. Behavioral factors have comparatively received little attention. While these system factors are important to investigate, behavioral differences across users may preclude them from engaging in meaningful IVR interventions, regardless of the hardware and software solutions applied. Therefore, this study investigated how an individual’s interaction with the virtual experience may influence their sense of presence. More specifically, we wanted to probe the relationship between environment-activated motion (EAM) and presence in IVR. EVM can be described as any motion within the experience initiated by the user or the environment. This is activated by user-activated motion (i.e., a user looks around) or environment-activated motion (i.e., a virtual dog moves within view). 80 younger adults (22 male, 1 non-binary) completed a 10-minute IVR experience in Vesper Peak using the HTC Vive IVR system. The experience consisted of playing with a virtual robot dog (ex., petting and playing fetch) and teleporting to different areas of the mountain. The session was screen captured using OBS. EVM data were collected by analyzing the videos via OpenCV’s implementation of Dense Optical Flow (DOF). Presence was collected via the IGroup Presence Questionnaire (IPQ, Cronbach’s ⍺ = 0.87). Five data were removed due to corruption, resulting in a final sample size of 75. A regression was conducted with EVM as the predictor and presence as the predictand. The overall model was non-significant (R2 = 0.04, RSE = 5.87, F(1,73) = 12.61, p = 0.054). These results suggest that environment-activated motion may not play a significant role in presence during IVR experiences. Future IVR-based interventions may not have to control for environment-activated motion and can focus more on user interaction and environment design. Further research is needed to look into how environment-activated motion and user-activated motion separately may affect presence in different ways.
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