模拟参考系:提高VR空间定向的一种经济有效的解决方案

Thinh Nguyen-Vo, B. Riecke, W. Stuerzlinger
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引用次数: 26

摘要

虚拟现实技术在空间认知研究中的应用越来越广泛,因为它在自然多模态环境中提供了高度的实验控制,而这在现实环境中很难实现。尽管最近的技术进步提供了高水平的真实感,但VR中的运动仍然受到限制,因为人们可能不会像在现实世界中那样感知到自己的运动。这可能与无法使用具体化的空间定位过程有关,这支持我们的空间意识的自动和强制性更新。先前的研究已经确定了参考框架在保持空间取向方面的作用。在这里,我们建议使用视觉叠加的矩形框,模拟VR中的参考框架,让用户更好地了解无地标虚拟环境中的空间方向。目前的混合方法研究调查了视觉模拟参考框架的不同变化如何在导航搜索任务中支持人们。实验结果表明,模拟参照系的存在对参与者的完成时间和行走距离有显著影响。虽然模拟洞穴翻译与导航器(模拟参考框架之一)没有提供显着的好处,但模拟房间(另一个模拟参考框架描绘休息框架)显着提高了用户在任务中的表现,并改善了参与者在实验后评估中的偏好。结果表明,在虚拟现实应用中添加视觉模拟参考框架可能是解决虚拟现实空间定向障碍问题的一种经济有效的方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Simulated Reference Frame: A Cost-Effective Solution to Improve Spatial Orientation in VR
Virtual Reality (VR) is increasingly used in spatial cognition research, as it offers high experimental control in naturalistic multimodal environments, which is hard to achieve in real-world settings. Although recent technological advances offer a high level of photorealism, locomotion in VR is still restricted because people might not perceive their self-motion as they would in the real world. This might be related to the inability to use embodied spatial orientation processes, which support automatic and obligatory updating of our spatial awareness. Previous research has identified the roles reference frames play in retaining spatial orientation. Here, we propose using visually overlaid rectangular boxes, simulating reference frames in VR, to provide users with a better insight into spatial direction in landmark-free virtual environments. The current mixed-method study investigated how different variations of the visually simulated reference frames might support people in a navigational search task. Performance results showed that the existence of a simulated reference frame yields significant effects on participants completion time and travel distance. Though a simulated CAVE translating with the navigator (one of the simulated reference frames) did not provide significant benefits, the simulated room (another simulated reference frame depicting a rest frame) significantly boosted user performance in the task as well as improved participants preference in the post-experiment evaluation. Results suggest that adding a visually simulated reference frame to VR applications might be a cost-effective solution to the spatial disorientation problem in VR.
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