徒步探索不平坦地形的虚拟环境

Matthew Jackoski, William Kalescky, Joshua Ladd, William Cobb, B. Sanders
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引用次数: 0

摘要

沉浸式虚拟环境(IVEs)为人类提供了一个学习和体验一个地方的机会,这是由于时间、距离、危险或费用,否则是无法获得的。由于导航是用户与3D环境交互的最常见方式,许多研究都考察了人们导航和学习3D空间布局的能力。理想情况下,IVE的用户体验将模仿真实世界的体验。然而,这在实践中并不会发生。因此,很多工作都是研究现实世界和类似虚拟体验的差异。此外,用于探索IVE的导航机制不允许与现实世界完全相同的交互。例如,在IVE中很难复制爬楼梯或在崎岖地形上行走的物理方面。需要完成更多的工作来评估人们在不同类型的虚拟世界中如何互动和学习。例如,人们探索的虚拟世界的地平面不一定是平的。因此,问题就变成了一个人在不平坦的地形环境中如何保持可比的空间意识?在这项工作中,我们研究了受试者在平坦表面上物理运动时穿越不平坦地形时的空间方向。艾夫最好徒步探索。也就是说,当用户徒步探索虚拟环境时,虚拟眼镜的空间感知是最好的。因此,在这项工作中,我们研究了当受试者徒步穿越丘陵虚拟环境时,空间方向会发生什么变化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Walking on foot to explore a virtual environment with uneven terrain
Immersive virtual environments (IVEs) provide an opportunity for humans to learn and to experience a place, which because of time, distance, danger, or expense, would not otherwise be available. Since navigation is the most common way users interact with 3D environments, much research has examined how well people navigate and learn the spatial layouts of IVEs. Ideally, a user's experience of an IVE would mimic a real world experience. However, this does not happen in practice. Thus, much work, examines the differences in real world and similar virtual experiences. Additionally, the navigation mechanisms that are used to explore an IVE do not allow for the exact same interactions as the real world. For example, it is difficult to replicate the physical aspect of climbing stairs or walking over rough terrain in an IVE. More work needs to be completed to assess how well people interact and learn in different types of virtual worlds. For example, the ground plane of the virtual worlds that people explore will not necessarily be flat. Thus, the question becomes how well can a person maintain comparable spatial awareness in an environment with uneven terrain? In this work, we examine subjects' spatial orientation as they traverse over uneven terrain while they physically locomote on a flat surface. IVEs are best explored on foot. That is, spatial awareness of the IVEs is best when users physically explore a virtual environment on foot. Thus, in this work we examine what happens to spatial orientation when subjects traverse over hilly virtual environments on foot.
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