眼高和自我形象对虚拟现实动态通行能力影响的实证评估

Ayush Bhargava, Roshan Venkatakrishnan, R. Venkatakrishnan, Hannah M. Solini, Kathryn M. Lucaites, Andrew C. Robb, C. Pagano, Sabarish V. Babu
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引用次数: 0

摘要

在过去的二十年里,自我形象已经被证明会影响对自己和环境属性的感知,包括沉浸式虚拟环境中元素的大小和距离。然而,与用户身体比例精确匹配的虚拟化身仍然无法为大众所接受。因此,大多数代表用户的虚拟体验都有一个不适合用户身体比例的通用头像。这可能会消极地影响涉及可操作性的判断,例如可通过性和可操作性,这与环境元素的属性与提供可实施的操作信息的用户的属性之间的关系有关。当任务要求用户像在游戏中那样操纵移动物体时尤其如此。因此,有必要了解不同大小的自我化身如何影响动态虚拟环境中启示的感知。为了更好地理解这一点,我们进行了一项实验,调查一个与用户自己的身体大小相同、比自己矮20%或高20%的自我形象如何影响动态虚拟环境中的可通过性判断。我们的研究结果表明,与没有自我形象的情况下相比,自我形象的存在使参与者的过马路行为更规范、更安全,并有助于参与者更快地将自我运动与外部刺激同步。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Empirically Evaluating the Effects of Eye Height and Self-Avatars on Dynamic Passability Affordances in Virtual Reality
Over the past two decades self-avatars have been shown to affect the perception of both oneself and of environmental properties including the sizes and distances of elements in immersive virtual environments. However, virtual avatars that accurately match the body proportions of their users remain inaccessible to the general public. As such, most virtual experiences that represent the user have a generic avatar that does not fit the proportions of the users' body. This can negatively affect judgments involving affordances, such as passability and maneuverability, which pertain to the relationship between the properties of environmental elements relative to the properties of the user providing information about actions that can be enacted. This is especially true when the task requires the user to maneuver around moving objects like in games. Therefore, it is necessary to understand how different sized self-avatars affect the perception of affordances in dynamic virtual environments. To better understand this, we conducted an experiment investigating how a self-avatar that is either the same size, 20% shorter, or 20% taller, than the user's own body affects passability judgments in a dynamic virtual environment. Our results suggest that the presence of self-avatars results in better regulatory and safer road crossing behavior, and helps participants synchronize self-motion to external stimuli quicker than in the absence of self-avatars.
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