边界减少虚拟现实中的迷失方向

Jonathan W. Kelly, Taylor A. Doty, L. Cherep, Stephen B. Gilbert
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引用次数: 4

摘要

虚拟现实用户容易迷失方向,特别是在使用缺乏自我运动线索的运动界面时。环境线索,例如由墙壁或栅栏定义的边界,提供信息以帮助用户保持方向。本实验评估了边界类型是否影响其保持定向的有用性。参与者戴着头戴式显示器,在虚拟现实中完成一个三角形完成任务,在尝试指向路径原点之前,先走两个出站路径段。该任务是通过两个传送接口完成的,在旋转自我运动线索的可用性上不同,在五个虚拟环境中,在可用性和边界类型上不同。在没有环境提示的开阔场地中,指向错误最高,而在有墙壁和地标的教室中,指向错误最低。由栅栏、落差或地板纹理不连续定义的单一方形边界的环境导致了开放场地和教室之间的错误。地板纹理不连续的表现与导航障碍(即围栏和落差)相似,表明有效的屏障不一定是导航障碍。这些结果为基于边界的导航提供了空间认知理论,并通过指定虚拟环境设计者应该包括的环境和自我运动线索类型来减少虚拟现实中的迷失方向,从而为应用提供了信息。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Boundaries Reduce Disorientation in Virtual Reality
Virtual reality users are susceptible to disorientation, particularly when using locomotion interfaces that lack self-motion cues. Environmental cues, such as boundaries defined by walls or a fence, provide information to help the user remain oriented. This experiment evaluated whether the type of boundary impacts its usefulness for staying oriented. Participants wore a head-mounted display and performed a triangle completion task in virtual reality by traveling two outbound path segments before attempting to point to the path origin. The task was completed with two teleporting interfaces differing in the availability of rotational self-motion cues, and within five virtual environments differing in the availability and type of boundaries. Pointing errors were highest in an open field without environmental cues, and lowest in a classroom with walls and landmarks. Environments with a single square boundary defined by a fence, drop-off, or floor texture discontinuity led to errors in between the open field and the classroom. Performance with the floor texture discontinuity was similar to that with navigational barriers (i.e., fence and drop-off), indicating that an effective barrier need not be a navigational impediment. These results inform spatial cognitive theory about boundary-based navigation and inform application by specifying the types of environmental and self-motion cues that designers of virtual environments should include to reduce disorientation in virtual reality.
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